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Issue #214 Vol. XIX, No. 9 February 1995

Publisher TSR, Inc. SPECIAL ATTRACTIONS Associate Publisher The Complete Half- — Greg Jensen Editor-in-Chief 10 Give your half-elf PCs these kits designed specifically for them. Associate editor Dale A. Donovan Bazaar of the Bizarre — Christopher Kutarna 18 Add these elven artifacts to your campaign. editor Barbara G. Young ’s Bestiary — Norman Abrahamsen 24 Meet the smallest (and furriest) elf-friends of all. Editorial assistant Wolfgang H. Baur

Art director FICTION Larry W. Smith Hunter Under the Sun — Brent J. Giles Production 94 The pursuit of justice is as relentless as the sun’s glare. Renee Ciske Tracey Isler

Subscriptions REVIEWS Janet L. Winters Role-playing Reviews — U.S. advertising 34 Try these alternative RPGs. Cindy Rick Eye of the Monitor — Lester Smith U.K. correspondent 63 “Review” Les’ rebuttal to an earlier computer-game review. and U.K. advertising Carolyn Wildman From the Forge — Ken Carpenter 112 Join Ken as he explores miniature terrain.

DRAGON® Magazine (ISSN 0279-6848) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S. funds for 12 Lake Geneva WI 53147, U.S.A.; telephone (414) 248- issues sent to an address in Canada; £21 for 12 issues 3625; fax (414) 248-0389. The postal address for all sent to an address within the United Kingdom; £30 for materials from Europe is: DRAGON Magazine, TSR 12 issues sent to an address in Europe; $50 in U.S. Ltd., 120 Church End, Cherry Hinton, Cambridge CB1 funds for 12 issues sent by surface mail to any other 3LB, United Kingdom; telephone: (0223) 212517 (U.K.), address, or $90 in U.S. funds for 12 issues sent air 44-223-212517 (international); telex: 818761; fax (0223) mail to any other address. Payment in full must accom- 248066 (U.K.), 44-223-248066 (international). pany all subscription orders. Methods of payment Distribution: DRAGON Magazine is available from include checks or money orders made payable to TSR, game and hobby shops throughout the United States, Inc., or charges to valid MasterCard or VISA credit Canada, the United Kingdom, and through a limited cards; send subscription orders with payments to: number of other overseas outlets. Distribution to the TSR, Inc., PO. Box 5695, Boston MA 02206, U.S.A. In book trade in the United States is by Random House, the United Kingdom, methods of payment include Inc., and in Canada by Random House of Canada, Ltd. cheques or money orders made payable to TSR Ltd., Distribution to the book trade in the United Kingdom is or charges to a valid ACCESS or VISA credit card; by TSR Ltd. Send orders to: Random House, Inc., send subscription orders with payments to TSR Ltd., Order Entry Department, Westminster MD 21157, as per that address above. Prices are subject to U.S.A.; telephone: (800) 733-3000. Newsstand distribu- change without prior notice. The issue of expiration of Printed in the U.S.A. tion throughout the United Kingdom is by Comag each subscription is printed on the mailing label of

2 FEBRUARY 1995 FEATURES First — Harold Johnson 8 Harold wears a lot of hats—no, really, a lot of hats. For Truth and Justice — Chris Avellone 30 Create better superheroic exploits with this adventure checklist.

Rumblings — The staff 43 Read the latest about TSR—on TV and movie screens. Ecology of the Neogi — Jon Winters 52 This is but the first of two (count ‘em) “Ecologies” in this issue.

Game — 66 Check out these solitaire rules for the SPELLFIRETM game. Lost Empires — David Howery 72 “Discover” a lost land such as Atlantis for your game world.

Sage Advice — COVER 78 Skip again runs his fine-tooth comb through the AD&D® 's dramatic cover and SPELLFIRE game rules. painting for this issue suggests the valuable spelunker's axiom, "don't go Nasty Tricks — Bruce Nesmith exploring caves alone." This is especially true when those caves may be occupied 82 Try these stratagems on your next SPELLFIRE game by the dark known as the . opponent.

Ecology of the — Johnathan M. Richards 86 Yes! This long-promised article finally makes it into print. DEPARTMENTS

4 Letters 103 Libram X 6 Editorial 106 Dragonmirth 47 Convention Calendar 108 Gamers Guide 68 Forum 120 TSR Previews

each subscriber’s copy of the magazine. Changes of Guidelines, c/o DRAGON Magazine, as per the above rights to the contents of this publication are reserved, address for the delivery of subscription copies must be address; include sufficient American postage or and nothing may be reproduced from it in whole or in received at least six weeks prior to the effective date of International Reply Coupons with the return envelope. part without first obtaining permission in writing from the change in order to assure uninterrupted delivery. In Europe, write to: Writers’ Guidelines, c/o DRAGON the publisher. Material published in DRAGON® Maga- Back issues: A limited quantity of back issues IS Magazine, TSR Ltd; include sufficient return postage zine does not necessarily reflect the opinions of TSR, available from either the TSR Mail Order Hobby Shop or IRCs with your SASE. Inc. Therefore, TSR will not be held accountable for (201 Sheridan Springs Road, Lake Geneva WI 53147, Advertising: For information on placing advertise- opinions or mis-information contained in such material. U.S.A.) or from TSR Ltd. For a free copy of the current ments in DRAGON Magazine, ask for our rate card. All ® designates registered trademarks owned by TSR, catalog that lists available back issues, write to either ads are subject to approval by TSR, Inc. TSR reserves Inc. ™ designates trademarks owned by TSR, Inc. Most of the above addresses. the right to reject any ad for any reason. In the United other product names are trademarks owned by the Submissions: All material published in DRAGON States and Canada, contact: Advertising Coordinator, companies publishing those products. Use of the name Magazine becomes the exclusive property of the TSR, Inc., 201 Sheridan Springs Road, Lake Geneva of any product without mention of trademark status publisher, unless special arrangements to the contrary WI 53147, U.S.A. In Europe, contact: Advertising should not be construed as a challenge to such status. are made prior to publication DRAGON Magazine Coordinators, TSR Ltd. ©1995 TSR, Inc. All Rights Reserved. All TSR char- welcomes unsolicited submissions of written material Advertisers and/or agencies of advertisers agree to acters, character names, and the distinctive likenesses and artwork; however, no responsibility for such sub- hold TSR, Inc. harmless from and against any loss or thereof are trademarks owned by TSR, Inc. missions can be assumed by the publisher in any expense from any alleged wrongdoing that may arise Second-class postage paid at Lake Geneva, Wis., event. Any submission accompanied by a self- out of the publication of such advertisements. TSR, U.S.A., and additional mailing offices. Postmaster: addressed, stamped envelope of sufficient size be Inc. has the right to reject or cancel any advertising Send address changes to DRAGON Magazine, TSR, returned if it cannot be published We strongly recom- contract for which the advertiser and/or agency of Inc., 201 Sheridan Springs Road, Lake Geneva WI mend that prospective authors write for our writers’ advertiser fails to comply with the business ethics set 53147, U.S.A USPS 318-790, ISSN 1062-2101. guidelines before sending an article to us. In the forth in such contract. United States and Canada, send a self-addressed, DRAGON is a registered trademark of TSR, Inc. stamped envelope (9½” long preferred) to: Writers’ Registration applied for in the United Kingdom. All

DRAGON 3 What did you think of this issue? Do you have a question about an article or have an idea for a Ian steps down Look no further new feature you’d like to see? In the United States and Canada, write to: Letters, DRAGON® Magazine, 201 Sheridan Springs Rd., Lake Dear Dragon, Dear Dragon, Geneva WI 53147, U.S.A. In Europe, write to: Due to recent changes in my life, I will be I’ve been searching desperately for two books Letters, DRAGON Magazine, TSR Ltd., 120 unable to continue my function as a clearing that I have discovered are out of print, or at Church End, Cherry Hinton, Cambridge CB1 house for gamers interested in playing by mail. least so I’m told. First is the Outer Planes Appen- 3LB, United Kingdom. If you wish your letter to Therefore, I am requesting that one of your dix of the ® acces- be published, you must sign it. We will not most stalwart readers volunteer to take my sory, and the second is from the TOP publish anonymous letters. We will withhold place. To the first person who responds to this SECRETS/S.I.™ game and I believe is called G4, your name if you request it. letter by writing to DRAGON Magazine (please The Guide to Guns, Gadgets, and Getaway Gear: don’t write to me personally), I will send all I’m hoping maybe you have some suggestions player material I have received and compiled so for where to look. that she may continue where I have left off. As Jeremy Woolsey Sorry, Tim a side note, I was quite pleased and impressed Grand Forks, B. C. by the sheer number of replies I received to my original letter. I hope all your games work out I have suggestions galore, Jeremy. Here goes: Dear Dragon, for you. Although it may be difficult or impossible to Your reply to Mark J. Beeley (under “Begin- Ian Reid find in stores anymore, the Outer Planes Appen- ners Only?” in “Letters,” issue #213) was quite The Dalles OR dix is still available from TSR’s Mail Order nice, telling Mark about many of the fine Hobby Shop. You can place an order by calling products TSR, Inc., has created for high-level Hats off to you, Ian, for a job well done—and the Hobby Shop’s toll-free number l-800-558- characters, but you left out an important one. for being conscientious enough to let us know 5977 from 8A.M. to 5P.M. Monday through The , released when you couldn’t continue doing it anv longer Friday. You also can ask to be sent a free catalog in October 1994, describes , a Anyone out there who’s seriously interested in of all the Hobby Shop’s merchandise, which -torn and cursed land. The that covers picking up where Ian is leaving off should drop includes limited supplies of some old TSR the land gives each person a Legacy, a magical us a line. For more information on what this is products you can’t get anywhere else. power. These powers come with a price because all about, see Shayne Posers letter in issue #200 The news isn’t as good on The Guide, which is the curse also twists people, changing them and Ian’s letter in issue #202. —Kim many years old and long out of print. There according to their Legacies. An amulet made of might be people out there willing to sell one to cinnabryl can protect someone from the worst you, but we have no way of knowing who they effects of a curse—but cinnabryl only works for are. Good luck in your search. a while before its protective powers fail. De- Eriflleps rewsna Finally Jeremy’s letter gives us a chance to pleted cinnabryl becomes red steel, a magical announce a couple of new services being of- metal as strong as normal steel but lighter. fered by TSR that could answer a lot of ques- People fight constantly over cinnabryl and red Dear Dragon, tions for a lot of people. You now can call a steel, the keys to survival and power on the I really enjoy the SPELLFIRE™ card game, but toll-free number, 1-800-384-4TSR, to find out the Savage Coast. something has been bugging me about it for name of the store nearest you that sells TSR Some people, known as Inheritors, gain multi- months. products. And if you have a question about any ple Legacies. These folks are almost like In the Booster Pack set of 25 characters, do TSR product, call Rob Taylor at 1-414-248-2902 superheroes—or supervillains. There are new the following mean anything backwards? he’ll do the best he can to tell you what you PC races, new kits, new proficiencies, new Card #4, Gib Ekim (Big Mike, perhaps?) need to know. —Kim , and new weapons—including smoke Card #7, Fejyelsae (?) powder pistols. It’s a fun, challenging campaign. Card #11, Gib Evets (Big Steve?) In other words, it’s great for high-level charac- Card #13, Gib Htimsen (Big Nesmith?) ters, or for experienced players with low-level Please tell me if this has any significance, or Thanks, Dino characters. am I just losing my mind? And it’s wonderfully written. (Well, at least my Kevin Gardiner mom thought so.) Whitevale, Ontario Dear Dragon, Tim Beach I have been an avid reader of your magazine Down the Hall, TSR, Inc. There’s nothing wrong with your mind, Kevin. for some time. In the last three months, how- It could be that some of the characters in that ever, four events have transpired that will Mea culpa, Tim. The omission was not inten- pack just happen to have names that turn into forever change the way I view the good people tional. I really should’ve remembered the Sav- other names when you spell them backward . . . at TSR. age Coast setting, since it previously appeared in or it could be that somebody on the design team First, after three years of buying DRAGON these very pages as part of ’s “Prin- decided to have a little fun. —Gib Mik Magazine from my local bookstore, I finally cess Ark” and Known World ” series. convinced myself to subscribe. Losing my memory at 28. Sigh. —Dale Continued on page 118 4 FEBRUARY 1995

Artwork by Christopher Miller

Last issue, Larry Smith asked the read- coverage of (the ™, ers of Dragon® Magazine for their Masque of the Red Death, or the thoughts, opinions, and concerns regard- ™ campaigns, or R. Talsorian’s ing gaming and the direction this maga- CASTLE FALKENSTEIN* , White Wolfs zine should take in the future. Your WRAITH*, or West End’s * literate and enlightening responses have games)? Should the magazine cover more begun to arrive on our doorstep (thanks, products from other publishers? (If so, we appreciate the effort!), but some of which products?) Should the magazine your comments have been a bit . . . vague. publish articles on fantasy, SF, or historical In order to best accommodate your wishes, board games? Do you prefer articles that we need you to be as specific as you focus on only one game system or general can be when you contact us. Since I've articles that are pertinent to entire genres been around this magazine for over five of role-playing games? years now and like to think that I know it pretty well, I thought I'd take it upon Contributors: Who are your favorite myself to help you narrow the focus authors for the magazine? Whose artwork of your letters and e-mail messages. For just blows you away every time it appears those of you who’ve already contacted us, in the magazine? Who is your favorite please use the list below to re-examine the cover artist? Do you like to read articles comments you’ve given us. If you’ve not by TSR staff members about new game informed us of your opinions, why not products and the inner workings (such as take the time right now to read through they are) of TSR, Inc.? Should the maga- this list, formulate your thoughts, and zine publish more material written by drop us a line. (If you put it off until later, game designers from other companies? you may never get back to it. I know, I do that all the time.) Miscellaneous: (The following is a DRAGON Magazine is ultimately defined hodgepodge of questions that don’t fit into not by the editorial staff, but by its read- any of the above categories.) What don’t ers who pluck down their hard-earned you like about DRAGON Magazine? (Re- bucks each month. So, pick up a pen or sit member to be specific; we can take it.) down at the keyboard and tell us what What’s the one topic you’ve always wanted you really think. Please explain why you to read about in the magazine? Should the feel the way you do. You don’t need to Features: Of the columns and depart- magazine cover fantasy and delve into excruciating detail, but a sen- ments that appear in every issue of the from other media such as TV, movies, and tence or two detailing the reasons for your magazine (such as the ™, comic books? If you could change any one choice would be most helpful. The ques- “Letters,”“ Sage Advice,” “TSR Previews” aspect of DRAGON Magazine, what would tions are in no particular order (just like columns, and so on), which do you find it be? How would you change it? my office). the most entertaining to read or the most helpful to your games? Are there too Themes: Do you like the idea of having many of this type of article? The addresses to which your comments the front section of the magazine devoted DRAGON Magazine has another variety should be sent follow. Our mailing address is: to articles all linked by a common theme? of feature article: the “Arcane Lore,” DRAGON Magazine, c/o Counter Intelli- Which themes do you find most useful in “Dragon’s Bestiary,” “The Wizards Three,” gence, 201 Sheridan Springs Rd., Lake your game campaigns? Which themes do and other columns that do not show up in Geneva WI 53147. you find the least helpful? Should we drop every issue but that appear regularly. You can fax your opinions to: 1-414-248- the whole concept of themes? Should we Which of these do you most look forward 0389, Attn.: DRAGON Magazine, c/o increase the size (page count) of the theme to reading and using in your game world? Counter . section? We’ve created a few new columns in the You can e-mail your thoughts to us at: last year or two (“’s Notebook,” [email protected] Attn.: Counter Reviews: Which review columns do “Rumblings,” and “Campaign Journal”); Intelligence. you regularly read? Which columns do which of these do you most enjoy? you never read? Should we publish more (game, computer, book, miniatures) re- Genres/Settings: Are there genres of views? For the games, computers, and gaming (science fiction, superhero, horror, miniatures columns with multiple review- Victorian-era, etc.) that you’d like to see ers, do you tend to agree with Reviewer more coverage of in the magazine (if so, “A” more often than with Reviewer “B”? which)? Are there AD&D® game settings Do you read columns only by a certain that we give too much coverage to in the reviewer? (If so, tell us whose columns pages of the magazine? Which new games * indicates a product produced by a company other you do agree with or read most often.) or settings would you like to have more than TSR, Inc. 6 FEBRUARY 1995

FIRST QUEST is the title of TSR, Inc.'s Audio CD Introduction to Role-playing Game. This series is a feature where veterans of role-playing describe their first experiences in the hobby. by Harold “Wisconsin” Johnson Hats. I like to wear hats, all sorts of hats. Wrong. I couldn’t find a gaming group, so I Ask anybody at the ® Game Fair. one, for it put me in close proximity to had to organize my own, and now I was “Where’s Harold? He’s over there some- Lake Geneva, Wisconsin, the birth place of the veteran, so I had to be the DM for the where. Just look for a guy in a brown role-playing. In those days I was not quick group. fedora.” in making friends, and my first year was My first players were Rai Kunstmanas (a I’ve been wearing hats all my life, liter- all studying and no gaming! I don’t know Lithuanian name, small world, ay?) and ally and metaphorically. Just ask anyone at how I survived. Luckily, as the summer of David White. We experimented with sev- TSR. “What’s Harold’s job? Which one? He 1975 rolled around, I packed my bags and eral new things. Using the EN GARDE* wears so many different hats.” returned home. game rules we developed backgrounds for So when Dale asked me to write about Upon arrival, I was met by my old gam- our characters. Bored with dungeon my first experiences in role-playing, I had ing comrades and regaled with tales of a crawls (I didn’t have time to design a to ask, “Which one? Do you mean adven- great new game, called the DUNGEONS & dungeon and could just ad-lib wilderness ture gaming?” ® game, which they insisted I adventures) our adventures explored the “Look, just read a couple of the other try. “It’s like playing a part in a tale, wilderness, warfare, story-telling, and FIRST QUEST™ articles in previous issues only you ad-lib the story as you go.” I could mythology. We invented new rules for to get an idea,” he said, rolling his eyes as do that I thought, but what about the swimming, acrobatics, and merchant if I’d asked which shoe to put on first. rules? I was shown three photocopied trading. I continued to a repertoire Fine. So I read them. I read them all. books (it was years before I ever saw an of stock characters to delight and annoy After an hour I came to the conclusion actual copy of the game) and was pretty players. that this column shouldn’t be called FIRST daunted. “Oh don’t worry about it. You Some of my favorites were the loqua- QUEST, it should be called ANNOYING don’t need to read the rules. We’ll tell you cious bartender, the crotchety old gypsy, QUEST. Every installment showed that what you have to do as we play.” Okay the cowardly , and the angry . TSR employees loved to play characters to then, let’s get on with it. In addition to this stock, I created a set of annoy other players and DMs. Hmmm? On our third day of gaming, we decided to 13 unique powerful personalities that Now that’s an interesting hat to try on. I pull an all-nighter. I raided a prop attic of a created motivation for intrigue, politics, bet I’ve got them all beat. I’ve played ten local theater group and came loaded with and adventures in my world. One of the times more characters and annoyed ten prop chests, bags, treasures, rubber snakes most notable was a befuddled old wizard times more players in my history as a role- and spiders, and more. I had vanilla wafers named Rislan, who was more powerful player. for gold coins and hard candies for gems. than he knew, and despite his senility In my high school years in Lincoln, We were ready to overindulge in gaming. always lucked out with the right spell. Nebraska, way back in the late ‘6Os, one of Unfortunately, as 9 P.M. rolled around, our Rislan was one of the inspirations for the hats I wore was the class weirdo. DM packed up his stuff and said that was it, another befuddled mage named Fizban of Some people would have called me a nerd, he was tired and going home. We were the ® fame (though but thanks to Bill Cosby, I was called “ol’ stunned. What could we do? both and had weird Harold.” Never a bright fellow, I tried on a new their own prototype mad mages as well). I was a history and science major, a hat and said, “Hey guys, I can create an In the summer of 1976, I found a new member of the science and chess clubs, adventure on the spot. That’s no big deal. I hat to try on; I attended my first GEN CON and a co-founder of one of the early Star just don’t know the rules, if someone Game Fair, the first one officially managed Trek fan clubs. All of which was really an wants to co-judge, I’ll be the DM.” What by TSR. There I complained about the lack excuse to play games, all sorts of games. choice did they have? So half an hour of role-playing events, and the poor quali- War games, strategy games, miniatures later, after some hasty sketching of what ty of DMs to one of the organizers. He games, assassin games, water-fight games, became the core of my campaign world, I responded by drafting Rai and myself to mystery games, and we even created our embarked on the grand mysteries of run- create and run our own tournament at the own naval computer game requiring you ning a fantasy RPG. show. Our game was the last one running to guess the distance and angle to the Now role-playing a is fun, but just at the close of the show. I’ve been running target. We played party games, and role- imagine what it’s like to suddenly be the events at the Game Fair ever since. played even before the term was coined. center of attention, playing a dozen differ- As a result of running events at Game We called it “having fun!” characters simultaneously, each with a Fairs a friend from the Northwestern A second hat I wore at the time was that unique character voice (I was once clocked gaming group started recruiting me to run of a professional entertainer, writer, and as having 39 different character voices) events on the spur of the moment at the playwright. I performed on stage, radio, and entertaining everyone. The rush FALL REVEL and ™ and television for years, mostly character was huge, like performing on stage for a Game Fairs. It was there that I learned to acting, though I did win a local award for small audience. It was great, and the play- create an adventure using a spring board, my portrayal of Faust. Once again, I was ers thought so too. Unfortunately, this a generic event chart, and the players’ already role-playing, I just didn’t know the meant a premature retirement for my feedback to create spur of the moment pastime had a name. career as a player, as the rest of the sum- adventures to remember. Eventually, I survived my youth and mer I became the group’s resident DM. It all began with one very trying adven- went off for my senior years of college to No problem, I thought. When I get back ture. Every hero present exhibited some Northwestern University to pursue my to Northwestern, I’ll find a gaming group major flaw, and I decided to exploit these. future, a fateful move if ever there was and bring my hero out of retirement. Continued on page 70

8 FEBRUARY 1995

Fighter/Thief kits My favorite PC race in the AD&D® game Shadowblade also is the race with the least written about Description: The Shadowblade is con- it. Half-elves are living enigmas, spanning sidered an elite member of the thieving two cultural worlds, and are outcasts from community. She is a dark and foreboding both. Prejudice is a daily reality for half- character combining the subtlety of a thief elves. They are not fully accepted by either with the deadly skills of a warrior. Many their or elven contemporaries due thieves’ guilds will have one or two in their to their mixed heritage and the stereotypes employ. Other Shadowblades hire them- each race attributes to the other. selves out to the highest bidder. Whether tend to see half-elves as frivolous and lazy it’s assassination, bounty hunting, enforc- wastrels, who will steal your money and ing, or just plain larceny, if there is a ro- your daughter without a thought. Elves guish job that requires some extra muscle, (particularly Gray and Sylvan) tend to see the Shadowblade is the person to call. half-elves as greedy and power-hungry, Requirements: Shadowblades must with little or no respect for nature. None have a Strength of 13 or greater, and a of these assumptions are necessarily true. Dexterity of 12 or higher. As with all Being raised in such an environment gives thieves, they may not be of Lawful Good half-elves a unique perspective of the world. alignment. They lack the fierce racial loyalty of most Role: As many half-elves find little ac- other races, therefore they tend to rely ceptance with the mainstream society, they more on themselves. This self-reliance, com- often feel more at home with thieves’ bined with relatively long life spans and guilds (who pragmatically appreciate their learning ability, make half-elves the most multi-faceted talents). Shadowblades are versatile characters of all. If you count the well known and respected in the under- multi-classed combinations, half-elves have world for their fighting skills. more classes open to them than any other Secondary skills: Any. race. Weapon proficiencies: A Shadowblade The character kits presented in the PHBR may spend her weapon proficiencies any series help to greatly expand a character’s way she wishes. Whether or not multi- role and motivation. Most of the multi- classed fighters are normally allowed to classed combinations for half-elves have no specialize in weapons, the Shadowblade character kits. This article alleviates this character should have this option. lack by presenting kits for multi-classed Nonweapon proficiencies: Bonus: half-elves, finally giving such characters Information Gathering*, Intimidation*, identity. Please note that no kits for single- Thieves’ Cant. Recommended: Blind- classed half-elves are presented here as fighting, Disguise, Jumping, Tumbling, En- those presented in the PHBR series (Com- durance, Tracking, Weaponsmithing, and plete Fighter’s Handbook, Complete Thief’s Alertness *. Handbook, Complete Priest’s Handbook, Skill progression: Shadowblades usu- Complete Bard’s Handbook, and Complete ally progress about equally in their thief Ranger’s Handbook), are in most cases just skills. The exception is Pick Pockets, which as appropriate to half-elves as to humans. they tend to find unimportant. Also note that some kits from the Complete Equipment: No special equipment is Book of Elves also may fit a half-elven char- preferred. Like all multi-classed thieves, acter. Check with your DM first, as some Shadowblades may not use any thief skills kits, such as the Spellfilcher and the Blade- but Read Languages, Detect Noise, and singer, are usually available only to elves. Open Locks in armor heavier than leather. Note: Nonweapon proficiencies marked Special benefits: Shadowblades are with * are found in The Complete Thief’s well respected in the underworld and Handbook. A * * indicates a proficiency therefore receive a +2 to all reaction rolls from The Complete Bard’s Handbook. from thieves who know of the character’s status. Shadowblades also gain a +10% to setting, Military Scouts have a -5% penal- Fighter/Druid kit Hide in Shadows, and a +5% bonus to ty to all thief skills except Pick Pockets, Wilderness Avenger their Move Silently skills. Open Locks, and Read Languages. Having Description: When nature is wantonly Special hindrances: Regardless of a patron can be a hindrance as well as a abused and destroyed, those who care will actual alignment, Shadowblades have a benefit. Scouts must report to their com- try to stop it. These people will use force if notorious reputation and therefore receive manders, and may be called on missions necessary. Normally these individuals are a -2 to reactions from non-thieves and that go against the plans of the adventur- rangers. If the one destroying nature is -4 reaction from law enforcement offi- ing party. very unlucky, it will be a Wilderness cials if they know of the Shadowblade Avenger. These people are similar to rang- status. Shadowblades also receive a -10% Fighter/Cleric kit ers, but rangers always show at least a penalty to the Pick Pockets ability. Crusader little mercy toward their opponents. Wil- Description: A Crusader is a half-elf derness Avengers are not so forgiving. Military Scout devoted to spreading of his faith. The While not evil, they are more inclined to Description: The Military Scout has Crusader seeks to defend the faithful, believe the end justifies the means. many differences from the scout kit in the combat the church’s enemies, and bring Specialty priests: If the Complete Complete Thief’s Handbook, not the least his religion to the heathens. Priest’s Handbook is being used, the fol- of which is an increased fighting ability. Specialty priests: If the Complete lowing priesthoods may have Wilderness This is a well-rounded intelligence gath- Priest’s Handbook is being used, the fol- Avengers, as well as druids: Agriculture, erer, as much a spy and guerrilla warrior lowing priesthoods may have Crusaders as Animals, , Forces, Fertility, as a wilderness thief. well as clerics: Community, Culture, Hunting, Life/Death/Rebirth Cycle, Race Requirements: The Military Scout Death, Everything, Evil, Fire, Good, Guard- (half-elf), Seasons, and Vegetation. must have a Strength and Dexterity of 10 ianship, Justice/Revenge, Race (half-elf), Requirements: Wilderness Avengers or more and an Intelligence of 11 or high- Redemption, Strength, War, and Wisdom. must have a Strength and Constitution of er. They cannot be lawful good. Requirements: Crusaders must have a 14 or greater, a Wisdom of 12 or higher, Role: Just as the Shadowblade finds Strength of 13 or greater, a Wisdom of 14 and a Charisma of 15 or greater. Neutrality acceptance in a thieves’ guild, some half- or higher, and a Charisma of 12 or greater. must be an element of their alignment. elves find their niche in a standing army. They may not be of chaotic alignment, as They still must abide by the alignment In the military, a half-elf’s talents usually chaotic people hold the individual’s free- restrictions of their priesthood. don’t go unnoticed, and their ability to dom as or more important than the morals Role: Where rangers protect people combine skills makes them excellent the Crusaders attempt to spread. Although and natural creatures, Wilderness Aveng- scouts. They are trained for reconnais- most Crusaders are good, some are more ers are merely trying to preserve the sance, sabotage, and other intelligence interested in destroying “infidels” than in natural balance, and are not picky about gathering, sometimes even infiltrating protecting the faithful. That type of Cru- how they do so. They allow some hunting enemy camps. As the opportunity for sader may be neutral or evil. and harvesting of wild animals and plants treason is high for military scouts, they Role: This is as close to a paladin as a (DMs: Please use common sense in deter- are treated better than the common sol- demihuman can get. Like their human mining this), but if it upsets the balance of dier to maintain loyalty. cousins, Crusaders are holy warriors who nature, Wilderness Avengers are not Secondary skills: Required: Bowyer/ stand for a cause. However, this cause is averse to using militant methods to stop it. Fletcher, Fisher, Forester, Hunter, or not always lawful good, although most Wilderness Avengers normally get along Trapper/Furrier. Crusaders are lawful good. Crusaders well with rangers, people they are often Weapon proficiencies: Military always put the interest of their faith ahead confused with. They see the rangers’ Scouts must be proficient with a knife. of their party. overprotectiveness of the good races as a The other proficiencies may be filled as Secondary skills: Required: Armorer, flaw, however. They draw their power the player wishes. Military Scouts may not Weaponsmith, or Scribe. from being in tune with the forces of specialize in weapon use. Weapon proficiencies: The Crusader nature rather than a reverence for life. Nonweapon proficiencies: Bonus: may spend his weapon proficiencies as is Secondary skills: Required: Forester. Direction Sense, Disguise, and Survival or wished. However, a crusader must abide Weapon proficiencies: Scimitar and Tracking. Recommended: Alertness*, Fire by the weapon restrictions of his faith. one missile weapon (whether or not these Building, Fishing, Modern Languages, Nonweapon proficiencies: Bonus: are allowed by the priesthood). All other Weather Sense, Set Snares, Endurance, Religion. Recommended: Etiquette, Herald- weapon proficiencies must be allowed by Running. ry, Modern Languages, Riding (Land- the avenger’s priesthood. Skills progression: Hide in Shadows, based), Ancient History, Spellcraft, Nonweapon proficiencies: Bonus: and Move Silently are favored skills. Pick Blind-fighting, and Endurance. Tracking, Survival, Animal Lore. Recom- Pockets and Open Locks are the least Equipment: Crusaders should get the mended: Agriculture, Animal Handling, important, but they still may be helpful in heaviest armor and most deadly weapon Animal Training, Alertness*, Direction information gathering. they can afford and that their priesthood Sense, Weather Sense, Herbalist, Hunting, Equipment: Scouts usually have stand- will allow. Fishing, Set Snares. ard outdoor equipment: rations, a bedroll, Special benefits: When in combat Equipment: Wilderness Avengers may a knife, rope, etc. They usually take equip- against a member of an opposing religion not wear metal armor, but may use metal ment specific to the mission they are on, or philosophy (the DM will decide which shields if allowed by their priesthood. often including a disguise kit. priesthoods and creatures qualify), or in Special benefits: A Wilderness Aveng- Special benefits: When in a wilder- defense of their own priesthood’s fol- er gains a bonus of +1 on attack and ness setting, Military Scouts have a bonus lowers, the Crusader gains a bonus of +1 damage rolls when fighting “unnatural” of +10% to the following thief skills: Find/ on attack and damage rolls. Crusaders creatures. Such creatures include those of Remove Traps, Move Silently, Hide in have a permanent +1 to all saving throws. extraplanar origin, undead, golems, and Shadows, Detect Noise, and Climb Walls Special hindrances: A Crusader must artificially created beings. A Wilderness (for and cliffs). Military Scouts have a serve his priesthood first and foremost. Avenger also gains a 5% chance to hide in patron who can provide aid, usually a The Crusader must try to convert or fight natural surroundings and move silently standing military unit. This is mostly a those who oppose his religion, and defend per level (use highest level; i.e., a 2nd/3rd role-playing consideration. followers of the Crusader’s religion with level fighter/druid Wilderness Avenger Special hindrances: In an urban his life. would have 15% in both skills).

12 FEBRUARY 1995 Cleric/Ranger kit Special hindrances: Wilderness Spellarchers must aid the cause of half- Rescuer Avengers are rugged and unkempt look- elves over the rules of elves, humans, and Description: Getting lost or injured in ing, thereby receiving a -3 to reactions in other races. Aristocrat the wilderness can be a fatal experience in urban social settings. They cannot special- a fantasy campaign. The frequency of Description: Occasionally a human ize in weapon use. A Wilderness Avenger -eating monsters and infrequency of noble and an elf will marry. Their half-elf will not let an act of destruction against fellow travelers to provide aid makes such children are brought up in luxury, with nature go unavenged. a predicament seem hopeless. Luckily, the best schools and tutors money can some half-elves have devoted their lives to buy. Although almost any character may Fighter/Mage kits the humanitarian cause of finding and by a member of the aristocracy, not all are Spellarcher aiding those who require help, be they Description: eligible for the Aristocrat kit. The Aristo- Spellarchers belong to a human, demihuman, , or animal. crat is a foppish, swashbuckling dandy fraternity of half-elves fighting prejudice Requirements: A Rescuer requires a who combines swordplay with lessons in and oppression. They fight to change the Strength of 14 or greater, a Dexterity of 13 sorcery. The Aristocrat is the epitome of rules of society with both arms and magic. or higher, and a Wisdom of at least 15. elegance and wit. They combine the two, using their arrows Like all rangers, a good alignment is Requirements: Aristocrat PCs must to increase the range of some spells. required. Requirements: have a Strength of 9 or greater, and Dex- Spellarchers must Role: For religious or moral reasons, terity and Intelligence scores of 13 or have a Strength of 9 or greater, and Dex- the Rescuer finds fulfillment in helping higher, and a Charisma of at least 14. terity and Intelligence scores of 15 or others. Although usually a member of an Role: The Aristocrat excels at three higher. They must be chaotic in alignment. organized religion, the Rescuer finds true Role: arts: fencing, sorcery, and looking good. Spellarchers are a self-proclaimed spiritual communion in the majesty of She prefers to use light “gentleman’s” group of half-elf freedom fighters. They nature rather than in a man-made church. weapons rather than the bastard swords study magic in an unusual way; combining The Rescuer’s goals may not fit in with the and battle axes. Aristocrats’ abilities and it with archery. The method of spellar- party’s goals, as she feels the need to pro- status make them tend to feel that they chery has so far remained a mystery to all vide help to any unfortunates. Many par- but these half-elves. If a Spellarcher tries are better than others. This usually an- ties would do well to learn from the to teach this to someone of another race, noys other characters, but their wit and Rescuer’s example. charm makes Aristocrats hard not to like. other Spellarchers will hunt her down and Specialty priests: If the Complete The Aristocrat can be honorable and put an end to student and teacher perma- Priest’s Handbook is being used, the fol- naive, a fun-loving prankster, or a spoiled nently. lowing priesthoods may have Rescuers: Secondary skills: Required: machiavellian conspirator. Bowyer/ Animals, Culture, Dawn, Everything, Secondary skills: Usually none; Aris- Fletcher. Good, Guardianship, Healing, Light, Moon, Weapon proficiencies: Required: tocrats don’t need to earn a living. Nature, Oracles/Prophecy, Peace, Race Weapon proficiencies: All the Aristo- Spellarchers must specialize with the long (half-elf), Redemption, Strength, Sun, and bow. They may not specialize in any other crat’s initial proficiencies must be filled Wisdom. with the following weapons: main gauche, weapon. The remaining weapon proficien- Secondary skills: Any. cy slot may be filled as the player wishes. rapier, sabre, stiletto, and crossbow (hand Weapon proficiencies: None are Nonweapon proficiencies: Bonus: or light). The Aristocrat may specialize in required. Weapons chosen must be al- one of the above weapons, and once spe- Bowyer/Fletcher, Spellcraft. Recom- lowed by the PC’s priesthood. mended: Fire-building, Herbalist, Reading/ cialized, she may never specialize in an- Nonweapon proficiencies: Bonus: other weapon. Writing, Blind-fighting, Hunting, Running, Tracking, Survival, Healing. Recom- Nonweapon proficiencies: Bonus: Survival. mended: Direction Sense, Fire-building, Equipment: All Spellarchers start out Etiquette, Heraldry, Reading/Writing. Rope Use, Weather Sense, Herbalist, Reli- with a finely-crafted long bow (+1 bonus Recommended: Animal Handling, Animal gion, Animal Lore, Endurance, Hunting, Training (falcon), Dancing, Riding (Land- to material saving throws) and a quiver of Mountaineering. based), Appraising, Disguise, Gaming, flight arrows free of charge. Equipment: A Rescuer should have Special benefits: Tumbling, Spellcraft, Musical Instrument. Spellarchers have standard outdoor equipment, as well as a the ability to cast touch-delivered spells Equipment: See below. healing kit. Special benefits: The Aristocrat starts onto their arrows and fire those arrows Special benefits: The innate kindness with twice as much money as a normal normally. This allows such touch-delivered of a Rescuer always seems to shine spells to affect targets out of reach of the fighter. She also may be able to demand through, giving her a +3 bonus on reac- shelter in many places (especially from Spellarcher. Obviously, spells that can be tion rolls to good or neutral beings. Be- other nobles). Aristocrats may take rogue cast only on the character’s self, such as cause a Rescuer draws spiritual power change touch proficiencies at the normal cost. Because self or chill are ineligible for from nature as well as a , any healing this ability. The spell-carrying arrow must of an Aristocrat’s debonair charm, a bonus spell cast in natural surroundings receives of +3 is given on reaction rolls to mem- strike its target (i.e., a successful attack a +1 point per die bonus to hit points bers of the opposite sex. When armed roll) for the spell to take effect. All normal regained. Any animal followers of the with the specialized weapon, the Aristo- saving throw attempts are allowed. Note Rescuer may be trained to help locate and crat gets a +1 bonus to her armor class that even if the target makes his save vs. escort people to safety automatically after due to extensive training from childhood. the spell, he still takes damage from the being with the Rescuer for one month. Special hindrances: arrow. If the arrow misses its target, the An Aristocrat Special hindrance: A Rescuer must spell is lost. (DMs: One possible exception will not tolerate shoddy goods and serv- aid any living creature in need if she is ices, and demands the best that money can to this is if the spell-carrying arrow strikes able. This rule does not extend to the a viable target for the spell other than the buy. In game terms, this relates to being character’s species enemy, or to nonliving charged 1.5 to 2 times the normal prices one the Spellarcher intended to hit. Use creatures, such as undead. Although Res- for items. Less may be accepted in an the grenade-like missile rules and scatter cuers will fight and kill in self-defense or emergency, but if it becomes a habit the diagram on pages 62-63 of the DMG to in the defense of their allies, they try to Benefits of this kit can be lost. Other determine where the errant missile falls.) heal friends and enemies alike after the Special hindrances: wealthy individuals also may demand Spellarchers may battle is over. Rescuers may kill creatures not cast spells from the school of divina- shelter from the Aristocrat. for food to feed themselves and their tion. They may never wear any armor. allies.

DRAGON 13 Mage/Cleric kit gnomes (and dual-classed humans) may be more than any others. All other skills are Arcanist employed by guilds as resident mage/ useful to help get the character out of Description: The Arcanist is a half-elf thieves, only half-elves are eligible for the sticky situations when luck runs out. in search of esoteric knowledge, arcane Guild Mage kit. Special benefits: The Prestidigitator lore, and spiritual enlightenment. An Requirements: Guild Mages require has two main abilities. The first is sleight- Arcanist’s entire life is devoted to gaining Dexterity and Intelligence scores of 13 or of-hand or prestidigitation. With a success- knowledge of the supernatural. Because of greater. They may not be lawful good. ful Pick Pockets roll, the Prestidigitator a half-elf’s dual-world upbringing, many Role: As stated under the Shadowblade can perform simple yet impressive tricks do not think along conventional lines. Kit, many half-elves find the acceptance of “stage magic.” The DM should modify Thus, the Arcanist considers priestly mag- lacking in their communities to exist in a this roll to fit the situation as is appropri- ic and wizardry to be merely extensions of thieves’ guild, and guilds make use of half- ate. For instance, palming a small coin one another. The Arcanist considers him- elves’ multi-faceted talents. Half-elves that should be done at a +15% bonus, while self to be a practitioner of an entirely show both magical and larcenous promise making a small animal (like a rabbit) disap- different, more pure form of magic, and are trained to be Guild Mages. pear should have a -15% penalty. Obvi- hopes to eventually attain mastery of all Secondary skills: Any. ously, making something the size of an spells. Weapon proficiencies: Any normally elephant disappear would take a lot of Requirements: The Arcanist must allowed to thieves. preparation or real magic to pull off. Al- have Intelligence and Wisdom scores of at Nonweapon proficiencies: Bonus: though not a specialist, the Prestidigitator least 15. Information Gathering*, Reading/Writing, prefers spells from the schools of illusion/ Specialty priests: If the Complete Thieves’ Cant. Recommended: Disguise, phantasm and conjuration/summoning. Priest’s Handbook is being used, all forces Forgery, Gaming, Local History, Ventrilo- She gains a bonus of +5% to learn spells and philosophies may have Arcanists, as quism. from these schools. well as the of Ancestors, Arts, Skill progression: Guild Mages have Special hindrances: Prestidigitators Culture, Darkness/Night, Dawn, Death, no preference. suffer a -5% penalty to learn spells from Everything, Fertility, Fate/Destiny, Light, Equipment: No special equipment is any school other than the two listed Magic, Messengers, Mischief/Trickery, needed by most Guild Mages. They may above. Half of a Prestidigitators initial Moon, Oracles/Prophecy, Peace, Race (half- not wear any armor. discretionary thiefly skill points must go to elf), Sites, Sun, Time, War, and Wisdom. Special benefits: Due to his close the Pick Pockets skill. Role: The Arcanist is a very useful association with professional thieves, a addition to a party, not only for the bene- Guild Mage gains a bonus of +5% to his Fighter/Mage/Cleric kit fits of his spells, but also for the vast abilities to Open Locks, Hide in Shadows, Redeemer knowledge of various mystical subjects and Climb Walls. Description: A Redeemer is a half-elf this character possesses. This character is Special hindrances: A Guild Mage is who combines spiritual, martial, and magi- fascinated by all forms of magic and is not used for petty thefts, and has a -15% cal skills to help destroy a foe. He is a constantly seeking to add to his store of penalty to his Pick Pockets skill. serious character dedicated to bringing arcane knowledge, and will often accom- vengeance on a nemesis. Generally, this pany adventures just to encounter new Prestidigitator foe also is an enemy of the church, and magical items, spells, or creatures. Description: This mage/thief is similar the Redeemer considers this creature to Secondary skills: Required: Scribe. to the bard in that they both have a talent be an abomination. Weapon proficiencies: Any allowed for entertaining crowds. The Prestidigita- Requirements: A Redeemer must by the priesthood. tor, however, not only entertains crowds, have Strength, Wisdom, and Intelligence Nonweapon proficiencies: Bonus: but robs them blind as well. A showman scores of 14 or greater and also must be of Ancient History, Reading/Writing, Religion, and con man, a Prestidigitator exemplifies lawful alignment due to his intense dedica- Spellcraft. Recommended: Heraldry, An- the trickster. tion to the destruction of a specific enemy. cient Languages, Astrology, Herbalist. Requirements: An Intelligence of 12 Specialty priests: If the Complete Equipment: Aside from spell books or greater, a Dexterity of 11 or higher, and Priest’s Handbook is being used, the fol- and religious symbols, none are required. a Charisma of 15 or greater are required lowing priesthoods may also have Redeem- Only elven chain mail may be worn by of the Prestidigitator. They may not be ers: Competition, Culture, Everything, Evil, Arcanists. lawful good. Good, Justice/Revenge, Light, Race (half- Special benefits: The Arcanist has an Role: A Prestidigitator is a half-elf who elf), Redemption, and War. ability similar to the Bard’s magical-item turned to magic as a means of getting Role: A Redeemer has made it his life’s identification (legend lore) ability. The attention, but was always a rogue at heart. purpose to hunt down and kill a certain Arcanist has a 5% chance per level to Often, mages will earn a living showing off foe. Often this is because of a childhood identify the history and background of their magical skills to entertainment- tragedy that the Redeemer feels compelled any magical item she encounters. starved crowds. A Prestidigitator com- to avenge. This intensity often makes the Special hindrances: The Arcanist has bines sleight-of-hand with real magic to Redeemer seem to be grim and brooding. a “spooky” feel to her, and has a -2 reac- excel in this career. She also can boost her The Redeemer will try to persuade other tion penalty to all characters except spell- income by picking a few pockets at the characters to aid this personal war. casters (wizards, priests, paladins, rangers, show, and burgling a few houses before Secondary skills: Any. and bards). moving on to the next village. Weapon proficiencies: Any allowed Secondary skills: Required: Gambler. by the PC’s priesthood. Redeemers may Thief /Mage kits Weapon proficiencies: Any available not specialize in weapon use. Guild Mage to thieves, but they prefer small, easily Nonweapon proficiencies: Bonus: Description: A wizard can be a very concealed weapons such as knives. Ancient History (for species enemy), Blind- useful addition to a thieves’ guild. A sleep Nonweapon proficiencies: Bonus: fighting. Recommended: Religion, Spell- spell on guards, invisibility, spider climb, Crowd Working* *, Observation. * Recom- craft, Endurance, Hunting, Tracking, darkness, ’s floating disk, and many mended: Animal paining, Etiquette, Mod- Weaponsmithing. other spells are invaluable in pulling off a ern Languages, Local History, Disguise, Equipment: Redeemers always carry heist. Many thieves’ guilds have therefore Gaming, Ventriloquism, and Fast Talking. * any weapons or items specifically designed found it in their best interest to hire a Skill progression: The Prestidigitator to take advantage of a foe’s weaknesses. Guild Mage or two. Although elves and makes use of the Pick Pockets skill far For example, if the species enemy is were-

14 FEBRUARY 1995 wolves, the Redeemer will never leave Diplomat home without a good supply of silvered Description: Being from two distinct weapons. Redeemers may cast wizard cultures and having to walk the line be- spells only when clad in elven chain mail tween them, half-elves make excellent or no armor. diplomats. Although a half-elf of any class Special benefits: The Redeemer has a may learn the arts of diplomacy, only a special species enemy of the player’s Fighter/Mage/Thief is eligible for this kit, choice, similar to a ranger. The character for they alone have the well-rounded has a bonus of +1 bonus on attack and abilities suited to this profession. damage rolls, and a +1 bonus to armor Requirements: A Diplomat needs a class when fighting that creature only. Strength and Dexterity of 9 or greater, an Special hindrances: A Redeemer’s Intelligence of 12 or higher, and a Cha- hatred for his species enemy runs deep, risma of 14 or greater. Unlike most and may become irrational. If an opportu- thieves, they may be of any alignment. nity to attack a species enemy occurs and Role: A half-elf Diplomat’s job is to the player does not wish his character to moderate disputes and attempt to keep attack, the character must roll under his peace between two nations (usually either Wisdom to avoid taking this action. human or elven). They learn many skills to aid them in their career. In their party, the Fighter/Mage/Thief kits Diplomat will be the individual to call Dilettante upon to parley with monsters. The other Description: A Dilettante is a half-elf skills make her just as valuable an asset who has difficulty finding a niche. As a when negotiations fail. result, she becomes the proverbial “jack of Secondary skills: Scribe. all trades, master of none,” drifting from Weapon proficiencies: The Diplomat profession to profession. should be proficient with at least one Requirements: A Dilettante must have small, easily concealable weapon (dagger, a 12 or greater in all characteristics except knife, hand crossbow, etc.). Diplomats may Wisdom, as Dilettantes often, but not not specialize in weapon use. always, lack self-discipline implied by a Nonweapon proficiencies: Required: high Wisdom score. They also lack the The Diplomat must purchase at least two dedication to be of any lawful alignment. extra Modern Languages. Bonus: Etiquette, Role: Dilettantes have trouble staying Local History. Recommended: Fast Talking, with one job for very long, but this is Heraldry, Ancient History, Reading/ certainly not due to any lack of talent or Writing. intelligence. Along their way, they dabble Equipment: Although no special equip- in warrior, rogue, and mage skills, among ment is required of a Diplomat, heavy others. Dilettantes usually are from one of arms and armor tend to make one look the upper classes, much like Aristocrates, more threatening than is preferred in for the lower classes are not often afford- such a profession. ed the opportunity to drift through vari- Special benefits: Due to his dealings ous crafts. Many humans also resemble with them, a Diplomat has a +4 bonus to Dilettantes, but they don't have as long of reaction rolls for leaders or politicians of a life span as half-elves, and therefore any other race. Diplomats occasionally don't learn as many skills as a Dilettante. may be offered “diplomatic immunity” for Secondary skills: A Dilettante should crimes, but this will depend on the coun- roll 1d6 times for secondary skills. try of operation, and possibly the crime in Weapon proficiencies: Any. As with question. most skills, Dilettantes may not specialize Special hindrances: Diplomats do not in weapon use. operate with as much freedom as other Nonweapon proficiencies: Bonus: characters. They are still in the employ of None, but see “Special benefits” below. and are answerable to their king or queen. Recommended: Any. Further, if the Diplomat character does Equipment: No special equipment is offend a foreign nation, the king or queen required of the Dilettante. They prefer will hasten to discipline the character to goods and services of the highest quality, keep peace. but this is not a requirement. Special benefits: Dilettantes may Conclusion choose nonweapon proficiencies from the These kits should help the half-elves in warrior, mage, and rogue groups at nor- your campaign expand their identities, but mal cost. Further, they get three extra this list is by no mean complete. DMs are nonweapon proficiency slots. encouraged to modify these kits to suit the Special hindrances: A Dilettante may campaign or invent new kits. Half-elves never devote extra proficiency slots to any from the ® setting of Athas, or nonweapon proficiency to improve that the dark domains of the ® skill. She also may never devote more than campaign could be radically different than five points (ten points at first level) per those of most AD&D games. Players and level to any single thief skill. Dilettantes DMs alike always should be considering receive a -2 penalty to reaction rolls from options to make the games more fun for any serious artist or scholar, as these everyone. individuals are annoyed with the superfi- cial dabbling of the Dilettante.

“Magic. Often it means the difference between success and failure, life and death. It is a marvelous, mysterious force, a of awe and fear. Of all the myriad creatures that walk the earth, few understand magic as well as the elves.” Azurel Eriedor, elven mage

18 FEBRUARY 1995 by Christopher Kutarna

Artwork by Bob Klasnich Arcane elven artifacts Because of their longevity, elves have the to a wizard‘s web spell cast at 6th-level opportunity to explore the realm of magic ability. far beyond the research of others. True, a The arrow breaks upon impact and can- human mage may achieve more magical not be reused. might than his elven counterpart, but as XP value: 250 the elven saying goes, “Perfection is the greatest power.” Indeed, an experienced Bow +1, enchanter elven mage may have a much more com- This finely crafted bow confers a +1 prehensive understanding of magic than a bonus to attack and damage upon arrows human mage considerably more powerful. fired from it. Unlike other magical bows, Elves, as a race, are entranced by the the enchanter imbues the arrow itself with arcane arts. Having been created, accord- the +1 bonus the moment it leaves for its ing to legend, from the blood of a god, target. Thus, a normal arrow fired from elves have a natural affinity toward magic. the enchanter could hit a invul- Over a span of many generations, they nerable to normal weapons (e.g.: a mum- have learned how to mold their magical my). Once the arrow has ended its flight, it powers to best suit their needs. As a result, loses its enchantment. numerous magical items have been created XP value: 900 that are distinctly elven in nature and pur- pose. For the most part, elves jealously Bow +2, ironheart guard them from the other races. The fol- This bow is particularly prized by elven lowing magical items, which are only a few rangers. It grants a +2 bonus to attack among many elven creations, are found and damage rolls upon arrows fired from almost exclusively in the possession of it. In addition, the ironheart can, at the elves. wielder’s mental command, quickly change into a +2 melee weapon. Generally, a long Arrow of entrapment bow becomes a long sword and a short This plain-seeming arrow has a magical bow becomes a short sword. There are a +1 bonus to attack and damage rolls. In few ironhearts that become magical broad addition, any target up to the size of a hill swords or scimitars, but such instances are hit by the arrow of entrapment is rare. There is no limit to the number of wrapped in a thick mass of sticky webbing times the ironheart may change shape. If it that prevents or, for larger creatures, re- is broken in either form, the item’s magic is stricts movement. If a target is hit by the lost. arrow, the webbing is unavoidable. XP value: 2,000 Medium-sized or smaller creatures are ren- dered immobile by the mass of webs for Bracelet of mental contact one turn, while larger creatures have their This plain gold bracelet allows its wearer movement rates reduced to one-third of and any other people designated by the normal. Every point of Strength over 15 wearer, up to 10 individuals, to communi- possessed by the trapped individual lessens cate via telepathy. The telepathic link can the entrapment by one round. Flames of be maintained over a distance of 100 yards any kind will burn away the webbing in between individuals, allowing communica- one round, but the entrapped creature will tion of thoughts and emotions but not suffer 2d6 points of fire damage in the mental images. By passing telepathic mes- sages down a line of linked individuals, a If the arrow of entrapment does not con- person at one end can communicate a mes- tact a creature in its flight, it creates a to a person beyond 100 yards away, mass of web at the point of impact, equal so long as the individuals forming the link are within 100 yards of the next person. Receiving a telepathic communication in no way disrupts a person’s actions such as spell-casting, but sending a message re- quires a full round of unbroken concen- tration. If the sender’s concentration is broken, the telepathic message does not reach others in the link. The bracelet has a maximum of 50 charges. Each individual in the link uses up one charge when the bracelet is acti- vated. The telepathic link remains for up to one hour. Other individuals may join the link after it has been set up, provided there are no more than 10 members in the link. When one of the linked individuals dies or falls unconscious, all other mem- bers of the link are aware of the break in contact, and can identify which person broke the contact. Contact cannot be broken voluntarily, except by spells or devices that shield thoughts. The bracelet can be recharged with the wizard spell sending. XP value: 2,500

Harp of courage When this beautifully crafted harp is played and a command word spoken, a wave of courage passes through all crea- tures friendly to the person playing the harp, in a 100' radius sphere from it. The wave of courage increases the fighting ability of those affected, granting them a +1 bonus to attack and damage rolls. It also heightens the listeners’ defensive awareness, resulting in a +1 bonus to armor class and saving throws. The effect remains as long as the harp is played. Any enemies in the 100’ radius are af- fected by a wave of despair that inhibits their fighting potential and causes a -1 penalty to attack and damage rolls, armor class, and saving throws. Creatures of ten or more hit dice are unaffected by the despair. The magic of the harp of courage may be invoked once per day, for a maximum duration of two turns per use. Note that for the magic to affect a creature, it must be able to hear the harp’s music. XP value: 3,000

Lock of security This plain-seeming lock is often used to ensure the safety of precious elven arti- facts or tomes from thieves and accidents. When the lock is clasped on a chest no larger than 30 cubic feet and the key is removed, an invisible barrier of magical force surrounds the chest, as well as all of the lock except the keyhole. The barrier protects the chest from fire, impact, and all other sorts of damage. The only way to open the chest is by removing the lock. Attempting to pick or otherwise tamper with the lock sends a shock of magical energy to the person responsible, causing 3d8 points of electrical damage. The only way to unlock the lock of security is with its key, a limited wish or a wish spell. Consequently, owners of a lock of security

20 FEBRUARY 1995 guard the matching key very carefully. XP value: 4,000

Manual of nature’s harmony This very rare tome is highly prized by rangers. Scribed in natural inks and bound in raw leather, it contains instructions for a series of mental and physical exercises that together serve to heighten a ranger’s abilities and his link with nature. Any ranger who reads the tome and spends one month alone in the wilderness practic- ing the exercises goes up to the midpoint of the next higher level. The manual disap- pears after being read, but knowledge of the proper exercises remains for one-half year. This information cannot be recorded or related in any way. Although the magic of the manual bene- fits any ranger, it is almost unheard of for these books to be found outside elven circles. With their natural affinity toward nature, elves treasure this book even if they are not rangers. In fact, any elf may read the manual without ill effect. Wiz- ards, priests, or thieves of other races lose 10,000 to 60,000 (1d6 X 10,000) experience points after scanning the tome. Other classes who read the manual lose 1,000 to 6,000 experience points. XP value: 8,000

Pendant of augmentation This very powerful item is usable only by an elven wizard or priest. Typically, the pendant is a silver disc inscribed with an oak or some other nature symbol. By concentrating on the magical energies of the pendant, an elven priest or wizard draws strength from his surroundings to augment his own magical powers to their fullest potential. The first spell cast by the priest or wizard after activation of the pendant always has maximum possible duration, damage, and effect. For example, a cure critical wounds spell would auto- matically restore 27 hit points, and a fireball cast by a 5th-level wizard would inflict 30 points of damage (saving throws still apply). Furthermore, the spell is al- ways successfully cast. The wizard or priest’s concentration is absolute for this casting, and an attack on his person does not prevent it from taking effect (unless the spell-caster dies or is knocked uncon- scious before completing the casting). The pendant may be used twice per day. XP value: 4,000

Pendants of Azurel Developed by the great elven mage Azurel, these pendants have saved many an elf from a hopeless situation. These small circular discs, usually found singly, do not display any magical effects until they are attuned to a specific pair of peo- ple. This involves dabbing a pair of the discs with each person’s blood under a full moon. Once attuned, the pendants are worn by the pair. If one of the wearers falls uncon- scious, dies, loses control of mental or

DRAGON 21 physical faculties, or utters the other yards of an or orc-kin, thus alerting wearer’s name while holding the pendant, the wielder to its presence and eliminating a distress call is sent to the wearer of the the chance of the wielder’s being sur- other pendant. The receiving person gains prised by the . The glow is not bright, a clear understanding of the other’s situa- and is easily concealed by a normal tion, as well as an exact view of the dis- sheath. tressed person’s location. This allows the XP value: 2,000 person receiving the distress call to move unerringly in the other person’s direction, regardless of the distance separating the two, and also follows for teleportation magic to work with no chance of error. The pendants do not function if not on the same plane of existence. XP value: 1,000

Potion of resistance Imbibing this potion spreads warm healing magic throughout an individual’s body, curing it of any magical and non- magical diseases that affect either the body or the mind, excluding lycanthropy. Furthermore, the imbiber is immune to such diseases and cannot contract them for a full day. The entire potion must be quaffed in order for its magic to take effect. XP value: 1,500

Ring of cooshee summoning Activating this ring, which only func- tions outdoors in natural surroundings, sends out a beacon to any of the large elven hounds known as cooshee within a five-mile radius. Summoned cooshee ar- rive in one turn. The chance of successful- ly summoning a cooshee depends on the terrain: Heavy growth 90% Light growth 70% Open fields 40% Rocky terrain 20%

If the summons was successful, one to six cooshee will respond. They remain with the summoner, who can control them with telepathic commands, for one hour before returning to where they originated. The ring’s power may be invoked once each day.

Cooshee: Int: Semi-(4); AL N(G); AC 5; MV 18, sprint 24; HD 3+3; THAC0 17; #AT 3; Dmg 1-4/1-4/2-8; SA overbearing; SD camouflage; MR nil; SZ M (4’); ML Steady (12); XP 270. XP value: 1,200

Sword +2, orcslayer This melee weapon always offers a +2 bonus to attack and damage rolls. Against orcs and orc-kin (orogs, half-orcs, etc.), the full powers of the orcslayer become ap- parent. Wielded against any of these crea- tures, its magical bonus increases to +3. Furthermore, and much more devastating, the sword confers two extra attacks with the weapon at the end of each melee round, which may or may not be used against the same opponent. The orcslayer automatically glows soft blue when it approaches within twenty 22 FEBRUARY 1995 DRAGON 23 Add these little guys to your campaign’s elven forests by Norman Abrahamsen

Artwork by

The Kercpa DAMAGE/ATTACKS: 1d3 CLIMATE/TERRAIN: Temperate forests SPECIAL ATTACKS: Surprise, +4 on FREQUENCY: Rare attacks with bows ORGANIZATION: Tribe SPECIAL DEFENSES: Surprised only on 1, ACTIVITY CYCLE: Day dodge missiles, saves as 7 HD creature DIET: Herbivore MAGIC RESISTANCE: Nil INTELLIGENCE: Average to High (8-14) SIZE: T (1’~1½‘) TREASURE TYPE: Nil MORALE: Steady (12); with elves, Elite (14) ALIGNMENT Neutral to Chaotic Good XP VALUE: 65 NO. APPEARING: 3-12 2 HD Defender: 120 ARMOR CLASS: 3 3 HD Defender: 175 MOVEMENT. 9, Cl 15 4 HD Defender: 270 HIT DICE: 1 , level 1-4: 175 THAC0: 19 Shaman, level 5: 270 NO. OF ATTACKS: 1 Wizard: + 1 HD

24 FEBRUARY 1995

The Kercpa (both singular and plural) kercpa routinely best their elven allies in in a community, there will be an additional are a reclusive race inhabiting dense for- short-range archery contests. leader with 3 or 4 Hit Dice. As the most ests, far from civilization. Shy of most A kercpa may fire up to three arrows skilled warriors in the village, these excep- races other than elves, and exceptionally per round, with each such attack at +4 to tional individuals (or “defenders” as they skilled at remaining undetected, they are hit. a typical kercpa strategy is to take to are known) are primarily responsible for rarely seen even when their dwellings are the trees, surround the enemy, and while its safe-keeping from malevolent outside nearby. darting in and out of concealment, rain forces. Their duties include the organizing Seldom exceeding 1½’ in height, kercpa down a relentless barrage of stinging of patrols, the maintenance the village’s appear as bipedal red squirrels, complete projectiles from all sides. It is not uncom- defenses, and leading the tribe in attack, with bushy tails to assist in keeping their mon for a band of orcs, gnolls, or other retreat, and, it necessary, evacuation. balance. Eyes are usually green or hazel, forest marauders thus assaulted to believe Kercpa defenders take this role very seri- although blue is not known. They favor themselves under attack by scores of the ously and will not hesitate to sacrifice garb similar to that of the elves who usu- creatures, when in reality they are faced themselves for the tribe if the situation ally reside near to, colored so as to enable with only a dozen or so. Certainly the warrants. A defender’s THAC0 and saving them to blend in more easily into their kercpa do their best to encourage this throws are proportionately superior to surroundings. Hands and feet are never mistaken impression. others of their kind. A 3 HD kercpa, for covered, however, as that would impede Should their opponents be too numerous example, would have a base THAC0 of 18 their ability to climb. Among the trees to drive away or destroy in this manner, (14 with a bow) and make saving throws they are as nimble and acrobatic as nor- the kercpa shift tactics and attempt to lead as a 9 Hit Die creature. Through trade mal squirrels, running and leaping from them out of their territory, goading them with elves and sprites, kercpa sometimes branch to branch and tree to tree with to the chase with taunts and jeers if the manage to acquire a limited supply of astonishing ease and grace. squirrel-folks’ enemies prove reluctant to their sleep-inducing arrows; any defender Kercpa speak their own language. In pursue them. By this the kercpa hope to has a 25% chance to carry ld4 of them in addition, many have learned one or more fragment a larger band, get them hope- his quiver. These precious arrows will not languages of other forest-dwelling races lessly separated and lost in the woods, and be wasted on opponents the squirrel-folk such as sylvan or wild elves, treants, then deal with the more manageably sized believe can be overcome by other means. pixies, and sprites. About one in ten will groups one at a time. Some tribes, espe- All kercpa tribes will be led by a shaman have picked up at least a smattering of the cially those dwelling in or near enemy- of the 4th or 5th level of ability. For every Common tongue. infested lands, will attempt to lead 50 kercpa in the tribe, there will be an pursuers through an area of forest that, in additional 1d2 lesser shamans of 1st Combat: Kercpa are peaceful by nature preparation for such a contingency, the through 3rd level. Shamans receive an and always avoid combat when possible. kercpa had rigged with concealed pits, additional 1d4 hit points for each level However, should it become necessary, they snares, deadfalls, and other traps. When they possess beyond the first, and for are quite capable of defending themselves, such tactics fail, the kercpa send runners every two levels fight as if having one their homes, and those of their elven allies off through the trees to alert the elven additional Hit Die. They may cast spells with an efficiency that belies their diminu- settlements the squirrel-folk seldom live from the following spheres: All, Animal, tive size and rather harmless appearance. far from. Creation, , Healing, Plant, Sun, The squirrel-folk move with great stealth Kercpa are able to communicate over and Weather. In addition, kercpa shamans through the woodland, imposing a -5 distances of up to 100 yards by utilizing a are skilled herbalists with the ability to penalty on others’ surprise rolls. Due to simple language of whistles and bird calls. concoct effect remedies to numerous their keen senses, they are themselves While limited in its range of expression, ailments and afflictions. Among these is a surprised only on a roll of 1. Hiding mo- this method of communication is sufficient minor variety of healing potion that re- tionlessly in any forest terrain, kercpa are for them to coordinate or alter tactics stores 1d4+1 hit points to the imbiber. 90% unlikely to be seen. They make all without the need to regroup, an invaluable Any kercpa venturing outside the village is saving throws as 7 Hit Dice creatures, advantage in combat relying on cunning, 75% likely to have such a potion in her adjusted, where applicable, as if possess- stealth, subterfuge, and deception. possession. Kercpa shamans are responsi- ing a Dexterity score of 19. Although they Throughout the kercpa territory will be ble for preserving the tribe’s health, pro- never wear armor of any kind, their size stashed caches of arrows and other sup- viding advice and spiritual guidance, and and phenomenal agility combine to give plies (in hollow branches, etc.), eliminating presiding over ceremonies. In theory, the them an excellent armor class. A kercpa, the need to return to the village to re- shamans also are responsible for govern- furthermore, may attempt to dodge any stock. All adults are intimately ing all internal matters within the tribe, missile directed at it, provided that it is in with the areas in which they live and, but in actuality there is little need. Kercpa a position to see the attack launched. A except in certain unusual instances (such seem to be by nature cooperative, working successful saving throw versus death as quarry empowered with flight or utiliz- together for the common good of the magic (modified by Dexterity, as above) the ing a pass without trace spell) can track forest community. Internal or inter-tribal kercpa successfully dodged the attack, intruders as a ranger throughout. strife among them is unknown. regardless of whether the attack would Those kercpa with spell-casting ability The role of the defenders usually falls to normally have hit. Up to two missiles may (see below) employ magic in combat to the male kercpa, while the females com- be dodged per round by each kercpa. complement and enhance the squirrel- prise the majority of the shamans. This If forced into melee, kercpa wield tiny folks combat tactics. Favorites include tendency is by no means a rule, however, swords or spears that inflict 1d3 points of ventriloquism, taunt, wall of fog, and and exceptions either way are not uncom- damage. However, well aware of the disad- mirror image. mon. The sexes in kercpa society are in all vantage they suffer against most foes, they ways equal (as well as being difficult for strive to avoid hand-to-hand combat. The Habitat/Society: A typical kercpa tribe outsiders to tell apart). They marry for life preferred weapon of any kercpa is a bow. consists of 100-300 adult squirrel-folk, and mates are fiercely protective of their Although the seemingly toy-like kercpa with an additional number of young equal young and of each other. bow has but half the range and damage to roughly 20% of the population. Male Perhaps due to their close relationship causing potential of a normal short bow, and female kercpa are equally skilled with elves, some kercpa dabble in magic; an innate skill honed by intense training fighters, while the young are noncombat- any adult has a 5% chance of being able to make them formidable weapons in the ants. One in every 20 kercpa will be an cast spells as a wizard of the 1st to 4th squirrel-folk’s hands nonetheless. Some individual with 2 Hit Dice. For every 100 level. Kercpa rarely learn spells of an

26 FEBRUARY 1995

offensive nature, and never those involv- like—the are believed by the kercpa elves, sprites, and treants do the kercpa ing fire. to contain lessons to guide them through have ties of friendship and alliance. To the Kercpa villages consist of numerous all aspects of life. They are essential to elves the kercpa are indispensable, as the small buildings situated high among the every young kercpa’s education. squirrel-folk convey messages back and branches, and are usually spread out Strangers traveling through kercpa forth between camps, run errands for among several trees. An elaborate high- lands will be trailed and their actions them, and keep them up to date on the way of vine ladders and bridges connect scrutinized (ideally without the kercpa latest happenings of the greater forest. In the various buildings. The village is diffi- revealing their presence) but will be al- exchange, elves serve at times as guard- cult to see from the ground; even observ- lowed to pass unhindered if they do not ians and mentors for the squirrel-folk’s ant outsiders have but a 5% chance of cause harm to the forest. This remains the children. Young kercpa delight in the noticing it. Actively scanning the trees case even with obviously evil creatures company of these elegant, graceful beings, increases the chance to 10%. Villages set such as orcs and . The only excep- running amok through their homes and among deciduous trees are more easily tions to the kercpa’s reclusiveness include pestering their long-lived friends with spied in the winter-time, increasing the certain sylvan neighbors who share an endless questions and requests for tales of probabilities to 15% and 50% respectively. interest in preserving the woodland. With “olden times.” Most elves seem to genu- Under normal circumstances, the kercpa’s inely enjoy the kercpa’s company as well. vigilant scout patrols and sentries make it On infrequent occasions, some human impossible for an intruder to come within rangers and druids have made contact a mile of one of their dwellings without with and befriended (and were befriended their knowledge. by) the kercpa. A few bolder members of The squirrel-folk live by foraging. the species have even been known to Dozens of small bands strike out daily befriend parties of good-aligned adventur- from early spring to late fall to gather ers (especially those containing elves), food, water, and other necessities. Surplus acting as guides for them and otherwise is stored away for the winter. Unlike true assisting them with their knowledge of the squirrels, kercpa do not hibernate. They wilderness. It must be noted, however, do, however, tend to be less active during that such examples of eccentric behavior the winter months, and often sleep for are not common. much greater lengths of time. At least a third of the tribe will remain active at all Ecology: Kercpa make negligible im- times in the event of a threat. Kercpa are pact on their ecosystem; forests inhabited strictly vegetarian so, despite considerable for twenty generations appear even to archery skill, their bows are not used for careful scrutiny as virgin woodland. hunting. Foraging expeditions rarely take As the desire to accumulate wealth them more than 10 miles from the village. and the very concept of money are If a tribe becomes too large to be support- unknown to them, the kercpa have ed by the immediate area a group consist- produced and amassed little that ing mainly of younger couples breaks off others are interested in acquiring. to found a new village elsewhere. Tribes This has not prevented evil within the same region often converge on creatures from hunting them an annual basis (usually on the summer out of sheer malice, however. solstice) for a great festival. These celebra- In addition, giant spiders of all tions, sometimes lasting several days, kinds, ettercaps, stirges, and serve as an opportunity for various tribes even some raptors (such as to renew familial ties, hold council on large owls) are frequent matters of mutual concern, introduce threats to them. Kercpa young adults to possible mates, and to are usually born singularly, exchange goods and information. Music, although twins and triplets are song, dance, story-telling, friendly contests more common than with humans. of archery, tumbling and speed, as well as They become mature at about age 15 and usually marry soon an over-abundance of food and blackberry thereafter. Kercpa have an average wine round out the festive nature of the life expectancy of 60 years. gathering. The simple kercpa religion pays homage to a single deity, a nameless earth goddess who, while said to be able to take any form in nature, is usually depicted as a vast oak tree. Religious ceremonies are few compared to those of most other races, and pious obligations are fulfilled simply by living in harmonious accord with nature. Faced with an ethical dilem- ma, kercpa seek a precedent in the fables of Rititisk the Clever—the mythical patri- arch of the race—and try to emulate his example. In addition to being entertaining stories of adventure in their own right— tales of Rititisk thwarting monstrous evil spiders, outwitting oafish (humans), questing to the ends of the earth for en- chanted ever-striking arrows and the

28 FEBRUARY 1995

Character consideration— The history and psychology of a PC can design an adventure for the GM; arch-enemies, Villain consideration— How the villains dependents, and personal problems can act, the crimes they commit, and their become the core of several evenings of relationships to the characters are impor- enjoyable gameplay. Before constructing tant to the adventure. The thrust of super- an adventure, the GM should take a mo- is role-playing and combat; to The players are assembled. They are ment to analyze each character and her do it well, villains should be as physically sitting across from you, their brows drip- potential role in the adventure. The more and psychologically developed as the PCs. ping with perspiration as they wait for character-specific an adventure is, the In short, villains can serve three roles in you to draw the curtain back from the more players will enjoy it; it lets them an adventure: A.) as a physical threat adventure’s opening scene and allow their know the GM is taking an interest in their (primarily a combat threat), B.) a social heroes, powers blazing and muscles flex- character backgrounds and personalities. threat (concerned with affecting a charac- ing, to burst on your unsuspecting adven- As such, it should never be considered a ter’s social relationships in a manner detri- ture and carry it dragging and screaming sign of weakness to question a player on mental to the character) or C.) as an aid to into the depths of defeat. They’ve been what type of role-playing situations the the characters (the Worm may not be a waiting all week, dealing with routine player wants to be involved in and work it powerful villain, but he’s always willing to school, home, and office work, and now into the adventure; the GM should provide let characters know what’s going on in the they want action. The kind of action only a the players with events and NPCs that campaign’s criminal underground). These hard-working GM can provide. allow them to develop their heroes and roles should effect the villains’ abilities and But you’ve got that nagging feeling in the flex their psychological limitations and skills (combat monsters should be de- back of your mind—something’s missing. personal codes (some players never let on signed for fighting, social threats should And you have no idea what it is. You’ve what their characters would like to do and have skills and contacts, and villain aids planned for every contingency, for every doom themselves to a silent desperation). should have streetwise or scientifically player foul-up, for every radical direction Some characters want romance, others useful skills to help the characters). the characters may take. Still, you worry. want to do heavy research and investiga- Villains also should be designed with the Unless you remember halfway through tion, and some just want to trash a lot of characters—and the players—in mind. the adventure what it is you’ve forgotten, criminal scum. Some players can’t stand to think that you’ll be slapping your head in frustration Before focusing on the adventure details anyone is better at a skill or power than as the players find the weak chink in your and game mechanics such as villain design, they are; other players enjoy good bouts adventure and crack it open like a rusty the GM always should have an up-to-date with equal foes and pounding weaklings suit of power armor. copy of each hero; this allows GMs to look can get a little tiresome. Martial Artists That’s where the “adventure checklist” up character skills, powers, and character- may want to match opponents circle kick comes in; it can help a GM answer the istics that can be used in the adventure or for circle kick, and may not be thrilled question, “Have I forgotten anything?” against villains. Allowing seldom-used with fighting invulnerable energy projec- before an adventure begins and includes character skills and powers to unearth tors all the time. tips for smoothing the flow of gameplay in clues and pull the PCs through tight spots If a villain has met a PC before, the GM a superhero campaign. It also gives sugges- makes characters appreciate their powers may want to include references to the past tions for improving the quality of adven- more and gives each player the feeling her combat within the adventure or during ture design, dealing with game mechanics, character is contributing to the adventure. their next confrontation. combat, and adding to the “feel” of a The GM should consider rewarding char- Research— Once an adventure plot has superhero adventure. acters who have “useless” skills (which been roughed out (it doesn’t have to be too they bought to round out their character complex—something as simple as a “street- Before the game concept), by including places to use them level adventure with a lot of gang warfare” These suggestions may help a GM who’s in the adventure. For example, the Artiste, is sufficient to get started), some research suffering from “GM’s block” to find a di- a New York hero, has the Knowledge Skill: may help give the GM a direction or im- rection for the adventure. For GMs who New York Arts Scene. While this is useless prove the quality of the plot by injecting a already have an adventure plot in mind, in battling the iron-clad villain Scraps, the level of realism into the adventure. Reading these suggestions should help improve the GM could create an adventure where a newspapers for contemporary issues, adventure by making it more character- villain uses a New York art exhibit to give knowing jargon (especially street lingo), and intensive. the Artiste clues to his plans. technical details varies according to the

30 FEBRUARY 1995 mechanics: making attack routines or Speed charts for each encounter (During scene one at the hero headquarters, who acts first when Dung Beetle assaults the giving a level of realism to these items will building?), the energy costs and maneu- reinforce the player’s view that GMs know vers of the villains are detailed (How many what they are talking about. If a Genre times can Dung Beetle use his stench Fiend is in the campaign, research is a power before he collapses from exhaus- must. tion?), the name list for random NPCs is Artwork by Michael Scott There is nothing wrong with ad-libbing, ready (“Er . . . the police man you are as long as it sounds convincing. If you talking to is...Billy...Billy Carter. Yeah.”), level of realism in a campaign, but having a don’t have time to research every tourist wandering encounters are prepared (“As grasp on the basics is important. If an evil spot or important street or park in a cam- you are flying home from the crime you business empire is attempting to financially paign city; just say an earthquake or su- suddenly see . . .“) and all necessary villain undermine a PC’s company, it might be pervillain attack has terraformed the city statistics are in order. worthwhile to research corporate warfare. into what you want it to be like. Villain descriptions and names can be Trial procedures, mythology, ethnic values, Busy work—Once a rough plot has been irritating and can detract from the flow of racial history, police procedures, and cur- determined, the villains created, and the play. Photocopying villain pictures, or rent articles on new technology (science players have agreed to play, doing some drawing one’s own, enables GM to “show” magazines can provide realistic campaign busy work before the adventure takes the villain without resorting to a verbal items to introduce: new viruses, micro- place can improve the speed and the quali- description, and if the villain’s picture is chips, etc., as well as good pictures and ty of the time spent role-playing. “Busy labeled too, this prevents using canned handouts) can supplement a campaign; work” is essentially streamlining game dialogue in an obvious attempt to an-

DRAGON 31 Plot devices nounce the villain’s name. (“Ah . . . the One word of warning: While a rough Artiste. You are no doubt concerned about outline is good to have, the GM may want Outside of the basic plot, these adven- my appellation—reflect on this, fool, as to avoid detailing an adventure more than ture techniques focus on game mechanics you inhale my rancid stench—I am the one session in advance—character actions and underhanded ploys that can help PCs insidious Dung Beetle!”) may force the adventure to take a radical become more involved in the plot. Use Busy work also involves researching the turn (“Larry, you got to believe me, I had them at will. power limitations of the villains used in no idea that my stray blast would kill that Time limit— This is an effective tension the adventure. If a villain is using his N-ray cop!“), and by deciding how the adventure builder. (“We have five minutes to find the Extra-Dimensional Travel power, it is nec- ends or trying to force the characters to bomb and defuse it before it explodes.“) essary to know the power’s limitations and follow a certain path can be frustrating This technique forces the characters to jot them down to prevent misuse or hav- for the GM and the players. In addition, act; if gameplay is bogging down because ing to waste time looking it up during resentment towards “the hand of fate” of arguing and stalling by the PCs, throw- game play. Usually, the limits of the power may build up in their minds. ing a time limit in can clear up the role- can be taken in terms of the areas where Introduction—How does the adventure playing congestion pretty quick. the powers will be used in the adventure start? The GM may choose to write a nar- Let ‘em plan—This is a way of reducing (i.e., if the power is being used on a city rative that leads the characters into a fight the GM’s burden of always having to keep street, the environmental limitations will scene, or relate a news report of a myste- the adventure moving. By having the PCs not be the same as if it were being used on rious event the characters decide to inves- plan how to protect an installation target- the moon). Once again, having a copy of tigate. Where the adventure starts is ed by a group of terrorists, or having the PC sheets can help identify any prob- important: a good exploration technique is them plan a danger room session for each lems or obvious uses of a villain’s power (if to have the characters at their jobs or other, leaves the GM free to do last minute one character has mental defenses, this seeing NPCs at the start of the adventure, touch-ups or compute important villain obviously will effect how capable a men- for they may not have time to do it once statistics. talist villain will be in attacking them; if the energy blasts start flying. The intro- Wearing ‘em out—This technique throws the villain needs to mind-control a charac- duction should avoid being choppy and three or four threats at the PCs at once. If ter for the purposes of the plot, then the disorganized, as it sets the pace for the a battle is going well for the PCs, this GM should consider raising his Mind Con- rest of the adventure. technique can turn the tables. Should they trol level to compensate for any Mental Flow of the adventure—This portion of put out the blazing fire, rescue their Defense). The GM should be familiar with development locates flow problems. The trapped comrade, or stop the villain’s powers and rules to such an extent the GM analyzes the plot to make sure the getaway car? A number of minor threats players do not know more than the GM players can move smoothly from one occurring at once can be as challenging as does; it lowers players’ respect for the GM. scene to the next: they may be captured confronting a major supervillain; the GM A list of NPC names with an identifiable and taken to the villain’s base, a clue leads should force the PCs to think on their feet. trait so the PCs can remember them easily them to the villain, a contact tips them off, (“Ah, Billy Carter, the sniffling cop with etc. Psychological disadvantages can be hayfever!”) comes in useful if the players used to aid these transitions; for example, Battle zones decide they want to speak to every scien- the GM wants to lead the Artiste into a tist, guard, and orderly in the laboratory trap in order for him to be captured and The set-up of a battle zone plays a big before getting on with the rest of the taken to the villain’s hideout. Knowing role in all superhero games. Clobbering adventure. In addition, having instant NPC Artiste hates art critics, the GM lures him Dung Beetle with the nearest lightpost or names and traits ready will impress the into the trap by using fugitive art critics as telephone pole may be the most important players. Along the same lines, the use of bait. Examining the flow of the adventure thing on a character’s mind during a fight, specific street names helps set the location should be done partly to anticipate trouble and the GM should make sure every battle of the adventure (“The huge has just spots in the adventure and create contin- site is detailed enough to stage a brawl in. stepped on the Cameron-Leeds Industries gency plans if the PCs fail to find informa- Counters and miniatures—Counters and building on 4th and Main. Any heroes in tion vital to the continuation of the plot. miniatures give a 3-D feel to the battle site. the area, please respond . . .”), and GMs If character separation occurs in the It also lets the GM and players know exact- might want to have a list of street names adventure, try and work out a way for all ly where the villains, the threats, the ready also. players to participate or else boredom will agents, and teammates are at a glance. Props—Lighting, music, costumes, and set in while they are waiting their turn. Cardboard counters can suffice for PCs handouts can set the mood; dimming the One way to handle this problem is to and villains; for enemy agents, using num- lights during a horror adventure or play- provide the PCs with communicators or a bered counters keeps track of them dur- ing a tape of an alarm sounding while the mindlink that allows all of them to interact ing the battle (“Agent 1, Agent 2,” and so characters invade the base of an enemy at once, no matter where the location is; on). Trying to remember which agent was organization can spice up the adventure. thus, they can still offer advice and give wounded during the last phase can be Costumes can help characters get into suggestions to acting players even though frustrating; if the character decides to “hit their personas (some role-playing parties they are not there. #2 again,” however, the agent’s statistics may involve getting together in costume As a final note, it is a bad idea to force can be cross-referenced and his hit points and consuming food their PCs like). The the PCs to play the “waiting game” during deducted easily. If the agents are each inclusion of supervillain files, case histo- an adventure (i.e., the heroes must wait using different weapons, numbering the ries, medical records, FBI reports, news- and see what the villains will do); the counters eliminates weapon confusion. casts, and building blueprints also give an players should be able to act and react at If time permits, counters can be made authentic feel to the adventure. all times. for cars and movable objects. Having The end—The ending is as important as counters for throwable objects helps PCs The adventure the introduction. Finishing the adventure interact with the battle field; in addition, Now that the preliminaries are out of cleanly and tying up loose ends with a counters for radius effect attacks, explo- the way, the adventure itself becomes smooth transition to the next adventure sions, darkness fields, craters, crowds, and paramount. A rough plot should be perco- prevents anticlimactic endings. The end rubble add to the battle zone environ- lating in the GM’s mind, and attention to can foreshadow a coming threat, leaving ment. (It also prevents heated arguments these specific areas of the adventure can the PCs with a desire to see what happens about whether an attack would have hit a help solidify the plot. next time. character.)

32 FEBRUARY 1995 Maps—A map, either a rough drawing or escape route they can employ and the Dung Beetle. Mr. Wizard, with his techni- a detailed battle site, should be done for heroes can’t (water-breathing villains cal expertise, might be able to seize con- every battle scene in an adventure. De- diving into the river, stealth characters trol of a building’s computerized defense tailed maps, in the interests of time, might vanishing into the darkness of alleys or systems and turn them against foes. PCs be made to simulate generic battle sites sewers, or shapeshifters running into a appreciate these touches as long as they within the campaign: a city street map, a crowd of people). do not tip the battle in a villain’s favor map of the hero’s base, an alleyway, etc., Battle events—Events may occur during (though that is fun for the GM once in a are locales that can be used over and over combat that force PCs to rescue civilians, while). again if necessary. It is always nice to do a put out fires, or deal with the police as Villain statistics—Writing down a villain’s detailed map of the battle that heralds the they arrive on the scene. These events combat statistics (especially energy, climax of the adventure. should have counters and details already chances to hit, and hit points) on a scrap If no detailed maps are available, scrap worked out before the battle begins (such sheet of paper and keeping a running paper should be on hand for sketching as making a note that “the gas station will check through the battle speeds play, and rough maps. Rough maps are better than explode in a fiery inferno one minute after making a Speed chart of all heroes and fighting blind, and as long as the players the characters arrive, in a 10’ radius doing villains involved for each combat removes can judge distances, heights, and where the following damage . . .” and preparing a the confusion of deciding who acts first. common objects are located, a map is counter for its radius attack). The National doing its job. Guard may show up, kids may rush into Conclusion Anticipating the needs of players when the middle of a combat scene, reporters These points and suggestions are intend- making a map is necessary; knowing may place themselves in danger to get ed to improve adventure design, speed whether Artiste can jump from building to prime footage, crowds may gather as the play, and improve the quality of the game. building will be important to the character Flaming Fear begins to use radius-effect Next time your players lash out at your concerned if he will be chasing a villain explosions, etc. adventure, you can fend off their actions across rooftops. Heroes with earthquake Villains and heroes should be allowed to with military precision and even make a powers will want to know information manipulate the battle field for dramatic quick response that leaves them scram- about how strong the nearby foundations effect. A water elemental could cause a bling to come up with contingency plans, of buildings are, water controllers may 20-story tidal wave to strike a beach, or a all the while leaning back in your chair as want to know where the water mains are weather-controlling villain in the Arctic their desperate pleas and mad gambles fill beneath the street, PCs may want to know could immerse the heroes in a mile-long the air. As you sip your soda, you can where the nearest fire hydrant or foun- ice storm, far beyond his normal abilities. reflect on your new freedom from that tain is if they are fighting the Flaming If the same leeway is given to the charac- nagging feeling which distracted you from Fear, etc. ters, it can simulate “mystery powers.” The the demanding work of being a superhero If the GM wants the villains to escape, Artiste may know exactly where to pull on game GM. the battle site should be designed with an a stage curtain to have it collapse on the

DRAGON 33 ©1995 by Rick Swan

Role-playing games' ratings

Not recommended

Poor, but may be useful

Fair

Good

Excellent

The best

34 FEBRUARY 1995 Don’t mention this to TSR, Inc., but II was a more significant skirmish than lead to citizen unrest. Next comes the there’s more to fantasy role-playing than Celebrity Week on Jeopardy These two External Developments phase, where the AD&D® game. I’m not just talking hefty volumes, as fat as the Des Moines players interact with each other (conduct about FASA’s *, ’s phone book, provide guidelines for design- espionage, make attacks, and so on). RUNEQUEST*, WotC’s ARS MAGICA*, and ing every element of a fantasy RPG from Throughout, players declare Internal and I.C.E.‘s LORD OF THE RINGS* games; scratch: races, settings, magic rules, reli- External Actions, which the referee re- though solid efforts, none of them strays gious systems, you name it. You say you’re solves in the final turn segment. too far from genre traditions. Nor am I sick of stock PCs, like warriors, thieves, A player may perform two Internal referring to old-timers such as the ROLE- and wizards? The ARIA rules allow play- Actions per Interval, along with a number MASTER* and CHIVALRY & SORCERY* ers to assume the roles of entire of External Actions equal to half his player games, nice tries suffering from too many societies—we’re talking player nations that nation’s Scope rating. The Action menu rules. And I’m certainly not referring to wage war, build economies, and develop lists more than two dozen options. The the myriad of AD&D game wanna-bes, cultures. Working together, player nations Research Action invests in a technological unmemorable clones—make that unbear- establish sprawling continents with histo- breakthrough, such as a new agricultural able clones—too numerous to list. ries that span eons. The scope of the ARIA style or metal smelting technique. The Nope, I’m taking about the weird stuff, game is mind-boggling; comparing it to, Fundamental Action alters one or more of the outrageous stuff, the bend-over- say, the basic DUNGEONS & DRAGONS® the nation’s political tenets; a democracy backward, try-anything efforts like the game is like comparing a computer to an might become a monarchy, a free market * game, which replaces elves abacus. economy might give way to socialism. The and dwarves with Sunra Aquamancers Player nations derive from two concepts Invade Action may lead to war. Despite the and Zandir Charlatans. Such as Phage unique to this system: Narrative Environ- abstractions, the system encourages vigor- Press’ AMBER* game, a remarkable experi- ments (self-contained regional units, like ous role-playing. Instead of a player de- ment in diceless mechanics. Like White villages or kingdoms) and Interactive His- claring, “I’ll use the Fundamentals Action” Wolf’s MAGE: THE ASCENSION* game, tories (phases of societal advancement). when he wants to change governments, he where misfit magicians struggle to survive Under the referee’s supervision, players announces something along the lines of: in an urban nightmare. Not only do games begin the game by creating the game “In a special administrative session of the such as these provide relief when we’ve world, consisting of one or more Narrative Swanville council, a small but vocal faction overdosed on dragons and magic , Environments. By following the meticu- of freshman senators convinced the party they jar us out of our ruts, reminding us lous, step-by-step design procedure, play- elders to suspend the constitution and that there’s more to fantasy than J.R.R. ers determine the Environment’s install a temporary monarchy.” Tolkien. Here are two new rut-jarrers, geography, political framework, demo- A potpourri of tables and formulas help guaranteed to make you reconsider the graphic composition, philosophical orienta- the referee resolve the Actions. Mostly, he way you look at RPGs. tion, and status divisions. They also put relies on d10 rolls, called Trials, that pit together a rough time line, noting the Base Chances (fixed values given in the ARIA* game game world’s pivotal events (battles, land- rules) and Ranks (derived from applicable 500-page softcover book mark legislation, diplomatic ) and Determinants) against Difficulty ratings last Games $30 major personalities (military leaders, politi- (the likelihood of favorable outcomes) with Design: Christian Scott Moore and Owen cal figures, aristocratic families). Along the as many modifiers as he cares to include. M. Seyler way, players decide which components of Outcomes range from Mythic Successes Editing: Kirsten Kaschock the Narrative Environments will serve as (achievements of historic proportions) to Illustrations: Janet Aulisio, John Bridges, societal alter-egos—their player nations. Catastrophic Failures (devastating set- Paul Daly, , Craig Gilmour, A set of statistics, called Determinants, backs), which in turn improve or reduce Sam Inabinet, John Keefer Jr., Darrell define the player nations; in a sense, the one or more of the affected Determinants. Midgette, Nene, William O’Conner, Jeff Determinants are to player nations as A successful Fundamentals action that Parker, Mark Poole, Marc Radle, Mark attributes are to player characters. The switches governments might result in Ryberg, William Ellery Samuels, Oscar Determinants are divided into three improved Authority and Military Determi- Stern, Ruth Thompson, George Vr- groups, Environment, Economic, and nants. A failure might result in reduced banic, , and Tim Wilson Political, each of which comprises several Relations and Humanities Determinants. Cover: Michael William Kaluta sub-categories. The Environment Determi- Major Actions—a declaration of war, a new nant, for instance, has ratings for Scope, economy—also might affect attribute sub- ARIA Worlds Book Military, and Technology, while the Politi- categories called Incidentals, which mea- 304-page softcover book cal Determinant encompasses Power, sure demographic trends like Population, Last Unicorn Games $26 Authority, and Suppression. Wealth, and Cost of Living. To root the Design: Christian Scott Moore with Owen The player nations’ simultaneous evolu- game in reality, the rules favor temporary M. Seyler tion (their Interactive Histories) forms the changes over radical upheavals; the de- Additional design: William Ellery Samuels campaign. In most cases, a game turn signers note that societal inertia tends to and Marc Radle consists of a single unit of Aria Time, nudge a culture’s basic elements back to Editing: Kirsten Kaschock and Jesse Fure roughly equivalent to five years. Aria Time their original levels. That’s not only good Illustrations: Janet Aulisio, Paul Daly, Liz consists of activity phases called Historic game design, it’s good anthropology. Danforth, Darrell Midgette, William Intervals, where player nations respond to The system isn’t easy—here’s one of the O’Conner, Jeff Parker, Mark Poole, crises, make political decisions, and de- formulas for the Civil War Action: [(Power Marc Radle, Mark Ryberg, William velop their resources. An Historic Interval Value + Consent Value + Authority Value)/3] Ellery Samuels, Oscar Stern, Ruth begins with an Event introduced by the X 0.1 = Percent of Total Forces Controlled Thompson, Karl Waller, and Tim Wilson referee, analogous to a D&D® game ran- By Ruling Agency—but it rewards the dili- Cover: Michael William Kaluta dom encounter, substituting a catastrophe gent with a gaming experience of unprece- (a famine, an earthquake) for a monster (a dented sweep. ARIA isn’t just a role-playing The “Understatement of the Year” Award dragon, a ghoul). A phase of Internal De- version of Parker Brothers’ RISK* game; it’s goes to Last Unicorn Games for this obser- velopments follows the Event, involving more like Microprose’s Civilization computer vation, from Chapter 2 of the Mythmaking the resolution of Critical Junctures. A game (or for that matter, Avalon Hill’s CIVILI- section of the ARIA rule book: “ARIA is Critical Juncture may occur when a Deter- ZATION* ) where players man- meant to be played on a larger scale than minant approaches a dangerous level; a age every aspect of cultural development. most role-playing games.” And World War high Suppression rating, for instance, may While the particulars differ from traditional DRAGON 35 RPGs—juggling Humanities Determinants combat system, a quagmire of - od for measuring technological , instead of Strength scores takes some getting straining dictums involving Action Inter- as well as suggestions for transferring used to—the dynamics are surprisingly vals, Fatigue Trials, and Impact Reactions. discoveries from one culture to another. similar. Where a D&D game group might To block a parry, for instance, the player The Politics and Kinship chapter discusses include a greedy warrior and a curious must make a Challenged Trial roll against the pros and cons of more than a dozen wizard, an ARIA game group might include the opponent’s Strike Chance (applying a types of government. Nine sample soci- an avaricious village and a philosophic mu- Strength bonus to both the Speed and eties, ranging from Pure Timocracy to nicipality. In either case, a memorable cam- Defense modifiers), then cross-index the Insane Visionary, round out the book. An paign depends on the players remaining true Attack Success against the Defense Suc- inspired effort, marred only by stuffy to the values of their alter egos. Adventures cess on the full-page Block Parry Results writing, Worlds is a must for ARIA ref- involve the interaction of strong person- Table, which gives results like AF3 (Attack erees. And game designers, amateur and alities—which in the ARIA game, include Parried/Fumble [Attacker makes Fumble pro alike, should find it an indispensable groups as well as individuals—and solving Trail vs. Difficulty]) and DB (Defender reference, regardless of the systems they problems in an unstable setting. And though Breaks Weapon [Defender makes Breakage prefer. ARIA players can declare war, promote Trial vs. Standard Difficulty]). Even walk- instability, and make life miserable for one ing is a nuisance; since you’ve got to con- Evaluation: The four-pip rating repre- another in a number of other ways, they sider Action Movement Rates, Quickness sents an average; the ARIA rules earns at soon learn the value of cooperation, a lesson Ratings, and T&rain/Weather Modifiers, least five pips for the player nation sys- any good RPG should teach. Despite some I’d just as soon be carried. Still, everything tem, no more than three for character bugs—the Narrative Environments tend to seems to work, and as a stand-alone tacti- creation, five for the magic rules, and conform to Medieval European models; cal combat game, it’s not bad. As a subsys- about four for everything else. If Moore there aren’t enough examples of play—this is tem for an RPG, though, it’s more trouble and Seyler would’ve ditched the player groundbreaking work. than it’s worth. character system and developed the player Those not up to the challenge of playing The ingenious magic chapter features nation material a bit more, I suspect we’d villages may choose standard characters do-it-yourself mechanics in place of con- be looking at an easy six-pipper. instead. Depending on the style of the ventional spell lists. Working with the Intricate and demanding, ARIA isn’t for campaign, ARIA players may shift back referee, the players first determine the beginners; the combat rules alone are and forth between player nations and Reality of the universe; that is, the master enough to make the average dungeon player characters, or forego player nations plan that explains the nature of Quintes- crawler bury his head in his hands and altogether. But while the designers provide sence (the raw material of magic) and the cower in the corner. And though the de- rigorously complete character-creation Reality Origin (the source of Quintes- signers contend that “the numerical as- rules, they favor complexity over elegance. sence). The Origin Template consists of pects of an ARIA persona should be down And once they start piling on complica- Form (the vehicle from which the Origin played,” that objective pretty much goes tions, they reach the point of diminishing arises), Orientation (the Origin’s relation- down the toilet by the end of chapter two. returns in a hurry. ship with rival Origins), and four other The ARIA game is such a hodgepodge of A player begins by roughing out a gen- elements, each of which is divided into breakthroughs and boo-boos, it’s hard to eral personality type indigenous to one of several categories, such as Totality and believe it all sprung from the minds of the the active Narrative Environments. If the Peripheral. It sounds difficult, but the text same two guys. But I’m willing to overlook referee approves of the personality type, helps the players fill in all the blanks. The the missteps; I’m not the kind of guy who the player receives a number of Interac- resulting cosmology is self-consistent and discovers a talking dog then complains tion Points based on the PC’s age; the older impressively complete. about its diction. Borderline brilliant, the you are, the more points you get to buy Since the text doesn’t describe specific ARIA system may be the harbinger of an attributes and skills. But the procedure is spells, mages invent their own effects entirely new genre—and that’s no under- an obstacle course of ambiguous rules using a cut-and-paste technique reminis- statement. (Write: Last Unicorn Games, (“Negative Interaction Point Costs indicate cent of the ARS MAGICA game. After PO. Box H, New Cumberland PA 17070.) a bonus IP award for selecting an Under- deciding on a desired effect, the player developed Potential [Rank less than 5].”) roughs out a formula called a Paradigm, CASTLE FALKENSTEIN* and mind-numbing gamespeak. (“The consisting of a Configuration, Method, and game Expertises available to Personas during the several other components. If the referee 224-page softcover book years of Early Development are deter- approves, the player assigns a base Cost R. Talsorian Games, Inc. $27 mined by their Status Archetype, the (in Quintessence) needed to trigger the Design: Michael Alyn Pondsmith Environ Class of their Developmental effect. The referee regulates the amount Editing: Derek Quintanar, Janice Sellers, Setting, and the Vocational Expertise of the of magic in the game world with Ease of Mark Schumann, and Benjamin Wright Family Head.”) Numbers are assigned to Access ratings, numerical values attached Illustrations: William C. Eaken, Gloria Yuh characteristics that ought to be role-played to spell categories that represent the diffi- Jenkins, Erik Hotz, and Mark Schu- rather than quantified, like personality culty in accessing the Reality Origin. Creat- mann traits. Some of the numbers are baffling; ing a from the ground up, Cover: William C. Eaken and Mark Schu- what’s the difference between the Influ- even with rules this lucid, takes time. But mann ence Pool and the Leverage Pool ratings, if you have the patience, it’s a fascinating both of which measure a PC’s aptitude for way to spend a weekend. Or two. I never could be a game publisher be- persuasion? Incredibly, I found it easier to cause I have no insight whatsoever as to create a Narrative Environment—an entire The impressive ARIA Worlds book pro- which products will fail and which will setting—than a player character. And it vides guidelines for creating realistic game succeed. Never in a million years would I was a lot more fun. settings, not just for the ARIA game, but have believed that White Wolf’s : To resolve actions, player characters use for any fantasy RPG. Using statistical pro- THE MASQUERADE* game would catch essentially the same mechanics as player files, historical models, and a generous on like it did, and I cavalierly dismissed nations, making Trial rolls that incorporate number of examples, the book explains WotC’s MAGIC: THE GATHERING* card Base Chances, Ranks, and Difficulties. how to design environmental profiles, game as a fad, the gaming equivalent of Assuming the referee has a knack for economic infrastructures, and legal codes Beatle wigs. accessing Difficulties—the text offers for eras ranging from the Stone Age to the Then again, maybe the pros don’t know general guidelines but few specific Early Renaissance. The Technology and any more than I do. They persist, for examples—the rules are fine. Not so the Innovation chapter features a clever meth- instance, in revisiting topics that the mar- 36 FEBRUARY 1995 ket repeatedly snubs. I’m thinking of Far Pondsmith shuns jargon and self-indulgent Great, Exceptional, and Extraordinary. East RPGs such as TSR’s Oriental Adven- digressions in favor of an uncluttered, Regardless of his PC’s archetype, the play- tures, and Fantasy Games Unlimited’s conversational tone; any wonder he’s one er selects one Great skill, four Good skills, BUSHIDO* and LAND OF THE RISING of the industry’s premiere stylists? and one Poor skills. All leftover skills are SUN* games. And RPGs of the wild west, A FALKENSTEIN player character uses automatically Average. like TSR’s BOOT HILL® game and Steve neither statistics nor character sheets. In- Skill resolution uses a deck of ordinary Jackson’s Old West GURPS* game variant. stead, he’s defined by a set of number-free playing cards. At the outset of a game, the And the Viking supplements from the descriptions (FALKENSTEIN doesn’t use dice, referee deals everybody a set of four Avalon Hill Game Company, TSR, and Steve either). To a PC, the player first cards, himself included. Each card has a Jackson. Played any of these lately? settles on a general template based on sex: rating equal to its face value; the eight of Quality, apparently, has little to do with men are Heroes (Heroic, Tragic, or Flawed), hearts is worth eight, the Jack of dia- long term success; most of these products women are Heroines (Innocent, Clever, monds is worth 11. Skills also have face are pretty good, and Tragic, or Fallen; incidentally, Pondsmith values, derived from their levels; Poor GULPS Old West in particular. Some top- sidesteps Victorian sexism by assuring us skills have a value of two, Extraordinary ics, I guess, gamers resist, no matter how that New Europan females enjoy a higher skills have a value of 12. When a player good the package. status than their real-life counterparts). Next, wants to try an action, he decides which Here’s hoping that the Victorian-era the player chooses an archetype from a list skill applies; swimming probably would be CASTLE FALKENSTEIN game bucks the including Anarchist, Diplomat, Dashing considered an Athletics skill (if in doubt, trend, because friends, this is about as Hussar, Mad Scientist, and Steam Engineer. the referee decides). The final ability score good as it gets. We’ve been down this road Each archetype includes a brief description, equals the face value of the relevant skill before, with products as diverse as an inventory of possessions, and a few apti- plus the values of as many cards as he ’s Cthulhu by Gaslight expansion tudes (called Strong Suits). The Diplomat, for wishes to play. He compares this score to for the CALL OF CTHULHU* game and example, owns a sword cane and a code the feat’s difficulty value, determined by GDW’s stellar SPACE: 1889* game. But book, and has Strong Suits in Education and the referee; swimming across an icy lake where previous efforts stuck pretty close Perception. The Anarchist has Marksman- might be an Exceptional feat, giving it a to the literary traditions of 19th century ship and Charisma as Strong Suits; he carries difficulty value of 10. The referee may London, , ace designer of two bombs and a copy of Marx’s Das Kapital. play cards from his hand to make the feat the underrated TEENAGERS FROM OUT- The player then creates a Character Diary more difficult still. If the player’s score is ER SPACE* and DREAM PARK* games, has for his PC, outlining his background, virtues, less than the difficulty value, the attempt turned the Victorian era upside down. and ambitions. An excerpt from the diary of fails; if it’s greater than or equal to the First, this isn’t Victorian London per se, Captain Andre LeCorbessier, an Heroic Hero difficulty value, it succeeds. Combat oper- but an alternative reality that’s one part Dashing Hussar, reads: “In this year of Our ates essentially the same way. Sure, it’s a fact, ten parts fun house; it’s as if Pond- Lord, Eighteen seventy, I take pen to paper gimmick—the cards work no better or smith tossed a history text, a copy of Alice to chronicle my adventures in the Service of worse than dice—but it’s a refreshing in Wonderland, and a Monty video King and Country . . . My goals in life are gimmick, one requiring a knack for bluff- cassette into a blender. New Europa, the simple: to command my own company, to ing and a good poker face. game world, is a crazy quilt of steam-age become recognized for my soldierly skills, Spell-casters use a second deck of cards, technology and social anarchy. Dwarven and to one day meet and marry a lady of called the Sorcery Deck. When a player engineers program clockwork computers refinement and breeding.” Though keeping a wants to cast a spell, he draws one Sor- and fit Napoleonic War amputees with diary is a little like having homework, those cery Card for every two minutes of game robotic limbs. Dragons operate restau- with even a modest flair for writing ought to time until he acquires enough power to rants. Queen Victoria hires necromancers be able to pull it off. For the journalistically make the attempt. If he’s lucky, the spell to send love letters to her dead consort. challenged, I suggest an additional arche- works the way he wants it to. Otherwise, The cast of characters includes the bizarre type: the Illiterate Heathen. the spell may backfire, triggering an earth- Mad King Ludwig, sort of an evil twin of Players who’ve had their fill of human quake or summoning a . And if a Elvis Presley, and Marianne, “a fashion PCs may opt for dragons, dwarves, and joker pops up in the Sorcery Deck, the model with the reflexes of a cat and the . But while each has distinct spell goes off spontaneously. Because it fighting instincts of a rabid badger” whom advantages—dragons breathe fire, takes time to cast spells and backfires can I intend to marry in my next life. [Note: dwarves resist magic, faeries fly—they be disastrous, the system discourages Get in line, buddy. I saw her first. come with so much baggage that they’re players from spewing death wish and —Dale] barely worth the effort. FALKENSTEIN shake the earth at the drop of the hat. Most of the action takes place in the mid- dragons aren’t the terrifying behemoths The sample adventure, an engaging New Europan country of Bayern, a cluster familiar to AD&D game players, but light- quest for the mysterious Man in Black, of gingerbread villages and lush wood- boned wimps about as threatening as hints at the game’s possibilities, though at lands overrun with leprechauns and na- professional wrestlers. Faeries must avoid less than three pages, it doesn’t do it jus- ture spirits. It’s a delightful setting, metal; riding on iron warships gives them tice. Referees not up to designing their bursting with potential. Characters can headaches. Dwarves aren’t bad, but they own scenarios will have to wait for the hunt with Dr. Van Helsing, ex- all have to be male (they mate with the all- supplements. And players wanting more plore the Atlantean Ocean in Captain female faeries). I got so sick of my dragon detail about Bayern, clockwork engineer- Nemo’s submarine, or arm themselves PCs complaining about their physiques ing, and the Unseelie faeries—a cadre of with pepperbox revolvers and take on the and the faerie PCs shrieking whenever supernatural bad guys who’ll probably Steam Lords of Britain. they saw a nail that I banned them from turn out to be FALKENSTEIN’s main The lavish presentation makes for an the game. Stick with human PCs; consign villains—also have to wait. If the source almost sensual experience. Half the book is dragons and faeries to the supporting cast. book material seems superficial in spots, printed in lush colors, highlighted by Once he’s done with his diary, the player consider it a consequence of ambition; pastel portraits of King Ludwig and Mari- rounds out his PC by consulting the list of Pondsmith has more good ideas than space anne, vivid maps of New Europa, and a skills. Choices range from standard stuff to put them in. full-page depiction of a dragon shaking like Athletics and Courage, to the exotic Evaluation: The text is presented as a hands with a Victorian gentleman while a Exchequer (economic status) and Ethereal- first-person account of Thomas Edward steam zeppelin hovers overhead. Tinted ness (the ability to assume a mist-like Olam, a “friend” of Mike Pondsmith who sidebars adjoin illustrated essays in a form). Skills are ranked at six levels, ex- was whisked away to New Europa, then seamless blend of words and images. pressed as adjectives: Poor, Average, Good, sent the game’s manuscript to Pondsmith’s 38 FEBRUARY 1995 house to share his discoveries. The con- tures but don’t know where to begin. King of Chicago, by Gary Sumpter, Ugo temporary viewpoint makes for a brisk Bardi, L.N. Isinwyll, and Tadashi Ehara. read and user-friendly mechanics, and I Planes of , by Lester Smith and Chaosium Inc., $11. think—I hope—it’ll spare the CASTLE . TSR, Inc., $30. Al Capone meets the Deep Ones in this FALKENSTEIN game from oblivion. Pond- Of the various subdivisions of the AD&D Prohibition-era adventure compilation for smith seems optimistic, as he’s promised game cosmology, the chaotic planes are the CALL OF CTHULHU game. Against a an extensive line of expansions and source arguably the most interesting and potential- backdrop of afterhour casinos and bootleg books; Engine Magick looks especially ly the most disappointing. For years, we’ve liquor, Sumpter’s “King of Chicago” plops intriguing. At any rate, I’m keeping my been assured that Limbo, the Abyss, and the Investigators in the middle of a bloody fingers crossed. The CASTLE FALKEN- Pandemonium are mind-blowing locales gangland war. Set in southern France, STEIN game deserves serious support. If it teeming with adventure possibilities. But in Bardi’s “Secret of Marseilles” features winds up in a grave next to the LAND OF the absence of hard information—anyone Corsican extortionists, a fortune in gold, THE RISING SUN RPG, I’ll be terribly recall seeing a Pandemonium source and an island that oozes slime. Smart disappointed. book?—we’ve had to take these assurances stories, authentic atmosphere, good on faith. This dazzling PLANESCAPE™ scares. Not many monsters, though. Short and sweet setting boxed set exceeds expectations. The GATEWAR* game by Ken Burridge and four volumes, spanning some 240 pages, Fighters Player Pack and Thief’s Player Robert Finkbeiner. Escape Ventures, Inc., $30. reveals the secrets of the spectre wars of Pack, by William W. Connors. TSR, Inc., Though it doesn’t say so on the cover, airless Naratyr, describes an elven city $20 each. this is the third edition of the ELEMENT concealed in the limbs of Grandfather Oak, One of the joys of any hobby is collecting MASTERS* game, an eccentric RPG noted and takes us up the Infinite Staircase of all the junk that goes with it. These AD&D for its odd blend of science fiction and Ysgard that winds through all time and game accessories (which also come in wiz- fantasy. The rules are fairly standard, old- space. Bleeding winds blow through the ard and thief versions) are a pack rat’s fashioned even, with a race-based tunnels of the Cocytus, the second layer of dream come true. Each case comes with character-creation system using everyday Pandemonium. Young tritons battle flores- everything a newcomer needs to get his PC attributes such as Strength, Constitution, cent kraken in Caletto, a turbulent water campaign-ready, and I mean everything: a and Appearance. Skill rolls resolve most realm in the plane of Aborea. A text-packed pad of character sheets, a stand-up refer- actions (roll your ability score or less on poster map summarizes dozens of the ence screen, a brief but informative play- 1d100—you know the drill). Though Vinya, layers of Abyss; bat-winged monstrosities er’s guide, seven high-quality polyhedral the game setting, won’t make anyone inhabit Layer 377, Layer 13 marks the site dice, three pewter miniatures, and even a forget or Krynn, it boasts an of a baatezu incursion. With crisp prose shiny red pencil. As a bonus, your Player’s appealing cast of characters and an ex- and vivid descriptions, Smith and Baur not Handbook (not included) fits snugly inside traordinary menagerie of wacky crea- only have captured the setting’s eerie maj- the lid. Though recommended for ages 10 tures. Instead of human and elven PCs, the esty, but have done so in astonishing detail. to adult, the Player Packs tilt toward the GATEWAR system features Bruff, squat younger end of that scale—I can’t imagine a mountaineers with a penchant for snow- Royalty and Rogues, by Christopher 40-year-old hauling around a plastic brief- boarding, and the Unspeakable, fur- Hussey. FASA Corporation, $10. case. But if you’re trying to lure a reluctant covered water-dwellers with webbed toes. Good adventures for FASA’s MECH- youngster into your campaign, you couldn’t Vinyans make pets of Mips, sort of a cross WARRIOR* game haven’t exactly been ask for better bait. between a squirrel and a grasshopper, and falling out of the sky, so this book-length covet Licking Wonders, living tongues who scenario comes as a pleasant surprise. The slurp their owners clean (yikes!). Unfortu- player characters visit the devastated Rick Swan, the author of The Complete nately, the GATEWAR game relies too planet Bryceland to investigate a piracy Guide to Role-Playing Games (St. Martin’s much on stock fantasy conventions to ring and challenge some ‘Mech-riding bad Press), has designed and edited nearly 50 make it a contender. The spells don’t get guys to a duel in the Antallos desert. A lot role-playing products. You can write to much more imaginative than ghost missile of stuff blows up, a lot of ‘Mech-riders bite him at 2620 30th Street, Des Moines IA and invisibility, while the weapon list reels the dust. Well-organized and filled with 50310. Enclose a self-addressed envelope off the usual assortment of long swords glitzy hardware, what the plot lacks in if you’d like a reply. and war hammers. Still, the whimsical characterization it makes up in breathless flourishes, like the essay titled “How to action. Though the book suggests the l indicates a product produced by a company other than TSR, Inc. Prepare and Cook Mip,” make the GATE- referee use 10 (!) FASA products as refer- WAR RPG worth a look for fans of the ence, ranging from the Solaris VII boxed offbeat. (Write: Escape Ventures, Inc., PO. set to a quartet of Technical Readouts, we Box 65077, Virginia Beach VA 23467.) got along just fine with only the MECH- WARRIOR and BATTLETECH* game rules. Maps 2: Places of Legend, by Debora Kerr, S.S. Crompton, Anita, William Kerr, The Complete Druid’s Handbook, by Mike Keller, Eric Dinehart, Bryan C. Bull- David Pulver. TSR, Inc., $18. ock, and James Walker. Flying Buffalo, The now-familiar format of this line Inc., $12. serves up a host of new kits (Beastfriend, And speaking of offbeat, how’d you like Hivemaster, Shapeshifter) and spells (ani- to help Santa Claus prevent a hostile ta- mal spy, cloudscape, needlestorm) along keover of the North Pole? Or defend Oz’s with an informative discussion of sacred Emerald City against an incursion from groves (druids prefer ponds to streams, the Deadly Desert? These are but two of because still water is less distracting). Of the mythological settings outlined in this particular interest to novice players, charming anthology, which also includes Pulver uses clear examples to explain the Camelot and the Bermuda Triangle. Like art of playing neutral characters; for in- its predecessor, Maps 1: Cities, Maps 2 is stance, a druid won’t kill a dragon just statistic-free, usable with any RPG system. because it’s evil, but he might if it threat- It’s an invaluable resource for those who ens his forest. A satisfying entry in one of want to design their own fantasy adven- TSR’s most ambitious projects.

DRAGON 39

You can send us news, press releases, way never done before.” and art will be drawn from the TV series; and announcements using the Internet at In movie news, Sweetpea Entertainment the game’s designer is Mike Sager. Thun- [email protected]. We also wel- has acquired the exclusive motion picture der Castle also will release the Greek edi- come your comments at Rumblings, and merchandising rights to “DUNGEONS tion of TOWERS IN TIME game in March. DRAGON® Magazine, 201 Sheridan Springs & DRAGONS®: the Movie.” Rumor has it The STAR OF THE GUARDIANS* card Rd., Lake Geneva WI 53147, U.S.A. that the movie’s budget tops $100 million. game is out, and the first expansion is Special-effects wizard Stan Winston also is already well under way. Based on Marga- Lead Story: reported to be handling the film’s special ret Weis’s novels of the same name, the WILDSPACETM TV Show effects. game is designed by . Due to MCA/Universal, TSR, Inc., and Ground the small size of the alpha print run, this Productions have entered a major Turn of a friendly card game game should be extremely collectable. multimedia agreement to produce the The BLOOD WARSTM card game is due to Bryan Winter, designer of the DOOM live-action TV program and be released (or is that unleashed?) any day TROOPER* card game, may soon be an interactive theme park event. Twenty- now. Designed by TSR veteran Steven watching a midnight sun. Rumor has it two one-hour episodes of the show are in Schend, the game is a graphically-lush set of that Target AB, the company that owns the development for prime-time network 334 cards featuring new art by Tony Di- DOOM TROOPER and MUTANT CHRONI- television; the theme park event will be at Terlizzi, , , Robb CLES* trademarks, has offered him a full- Universal Studios (natch). WILDSPACE Lazaretti, and Dave Sutherland. Players take time position. First the KULT* game, now electronic games, a board game, and on the roles of fiends and struggle to con- this; can the Swedes claw their way to action figures also are likely; announce- quer the planes, and may use either of two worldwide role-playing dominance? ments are likely at the Consumer Electron- modes of combat: political intrigue or blood- is rumored to be put- ics Show in Las Vegas and the Toy Fair in letting with legions on the battlefield. Look ting together a card game with assistance New York. for a complete card listing in a future issue from fellow freelance artists. Jim Lee of Jeff Segal, president of MCA/Universal of DRAGON® Magazine. Marvel and Image Comics fame also is said Studios, explains, “Everyone at MCA/ The HIGHLANDER* card game license to be pondering a . Universal believes that WILDSPACE has has been picked up by Thunder Castle When will the madness end? the kind of breakout, hit potential, that . . . Games, the same company that produced will be a fitting launch to a long-term the TOWERS IN TIME* card game. The relationship between ourselves and TSR.” HIGHLANDER game involves a sword We stand corrected Flint Dille, President of Ground Zero, battle between two immortals; it will be It seems that one previous rumbling was describes the filming technique as some- released in March, to coincide with the ill-informed: White Wolf Game Studio and thing unique that “will look like a live release of the third Highlander movie. Dirt Merchant Games do not have an comic book—combining live action, anima- (Hopefully, this film will be better than the agreement to reprint DMG’s HoL. Rum- tion, and computer generated images in a woeful Highlander II.) The cards’ images blings regrets the error.

DRAGON 43 Jumping ship sales staff this month. The move is well- Mark Copplestone, Grenadier’s number timed, since White Wolf hopes to launch one sculptor, has accepted a position with its fiction line into a wider market this Heartbreaker Miniatures. year. Mr. Pagel is well-known in the book Tony Szczcudlo has moved from FASA to trade as an expert in SF and fantasy. TSR; he is best known for his fine artistic In other WW weirdness, a posting on contributions to FASA’s EARTHDAWN* the Internet claims that White Wolf Maga- game. At TSR he is working on developing zine will be relaunched as INPHOBIA, a the look of the BIRTHRIGHT™ campaign glitzy mass-market magazine for a high- world, a new setting that allows players to school and college Goth/horror/trendoid run entire feudal domains, as well as take audience. their chances with traditional , The WW TV show reported in these Freelancer Newton Ewell, known for his pages a few months ago has indeed come work for and TSR, has to pass; the setting will be San Francisco, joined Magnet Interactive Studios as an and the series will air on the Fox Network animator on the Hellraiser CD-ROM pro- beginning in summer or fall of this year. ject. His current work is described as both “gooey” and “spiky.” Don’t take any Magazine madness chances, Newt, that Pinhead dude can be a The TSR Magazine staff has undergone a killer. big round of musical chairs recently. Bar- bara Young, editor of DUNGEON® Adven- A minor miracle tures, has been promoted to managing FASA Corp. was apparently caught un- editor of the TSR Book Department. aware that the BATTLETECH action fig- Wolfgang Baur, the associate editor, will ures were already on sale; almost unheard take her place at the helm of DUNGEON of in the industry, the figures shipped two Magazine. Congratulations to them both! months early! Just in time for last Christ- Dale Donovan, the driving force behind mas, how convenient. DRAGON Magazine, is moving to the Games department to join TSR’s world- White Wolf weirdness famous design staff. Good luck, Dale! Stephen Pagel, the national SF, Fantasy,

and Role-playing buyer for Barnes & No- l indicates a product produced by a company other ble chain of bookstores, joins White Wolfs than TSR, Inc.

* indicates a product produced by a company other than TSR, preregistered; $30 on site. Write to: STRATEGI- Inc. Most product names are trademarks owned by the CON, PO. Box 3849, Torrance CA 90510-3849. Convention Calendar Policies companies publishing those products. The use of the name of any product without mention of its trademark status should not be construed as a challenge to such status. TOTAL CONFUSION, IX, Feb. 23-26 MA This column is a service to our readers This convention will be held at the Best West- worldwide. Anyone may place a free listing Important: DRAGON® Magazine no ern Royal Plaza Hotel & Convention Center in for a game convention here, but the follow- longer publishes phone numbers for conven- Marlboro, Mass. Events include role-playing, ing guidelines must be observed. tions. Publishing incorrect numbers is al- board, and miniatures games. Other activities In order to ensure that all convention ways possible and is a nuisance to both the include a dinner-theater production. Registra- listings contain accurate and timely infor- caller and those receiving the misdirected tion: $30/weekend or $10/day preregistered; mation, all material should be either typed call. Be certain that any address given is $12/day on site. Write to: TOTAL CONFUSION, double-spaced or printed legibly on stand- complete and correct. PO. Box 1463, Worcester MA 01607. ard manuscript paper. The contents of To ensure that your convention listing each listing must be short and succinct. makes it into our files, enclose a self- JAXCON ‘95, Feb. 24-26 FL The information given in the listing must addressed stamped postcard with your first This convention will be held at the Ramada include the following, in this order: convention notice; we will return the card to Inn Conference Center in Jacksonville, Fla. 1. Convention title and dates held; show that your notice was received. You also Events include role-playing, board, and minia- 2. Site and location; might send a second notice one week after tures games. Other activities include door 3. Guests of honor (if applicable); mailing the first. Mail your listing as early as prizes, dealers, and a flea market. Registration: 4. Special events offered; possible, and always keep us informed of $22 on site. Single-day rates are available. Write 5. Registration fees or attendance re- any changes. Please avoid sending conven- to: JAXCON, PO. Box 14218, Dep't. M, Jackson- quirements; and, tion notices by fax, as this method has not ville FL 32238-4218. 6. Address(es) where additional informa- proved to be reliable. tion and confirmation can be obtained. RADCON 1C, Feb. 24-26 WA Convention flyers, newsletters, and other CAPRICON XV, Feb. 16-19 IL This convention will be held at the Best West- mass-mailed announcements will not be This convention will be held at Wyndham ern Tower Inn in Richland, Wa. Events include considered for use in this column; we Hamilton Hotel in Itasca, Ill. Guests include role-playing, board, and miniatures games. prefer to see a cover letter with the an- Nancy Kress, Lucy Synk, and Sue Blom. Events Other activities include workshops, dealers, an nouncement as well. No call-in listings are include anime, panels, demos, workshops, film, art show, movies, demos, and gaming. Registra- accepted. Unless stated otherwise, all a cabaret, a masquerade dance, art shows, and a tion: $18. Write to: RADCON lC, 2527 W. Kenne- dollar values given for U.S. and Canadian blood drive. Registration: $40 on site. Write to: wick Ave., #162, Kennewick WA 99336. conventions are in U.S. currency. CAPRICON XV, PO. Box 60085, Chicago IL WARNING: We are not responsible for 60660. POINTCON II, Feb. 25-26 W I incorrect information sent to us by conven- This convention will be held at the University CA tion staff members. Please check your DUNDRACON XIX, Feb. 17-20 Center on the UW-Stevens Point campus in convention listing carefully! Our wide This convention will be held at Marriott Hotel Stevens Point, Wis. Events include role-playing, circulation ensures that over a quarter of a in San Ramon, Calif. Events include role-playing, board, and miniatures games. Other activities million readers worldwide see each issue. board, and miniatures games. Other activities include tournaments, door prizes, and dealers. Accurate information is your responsibility. include card games, seminars, tournaments, Registration: $2/event; $3/4 per tournament. Copy deadlines are the last Monday of video games, movies, dealers, and a flea market. Send an SASE to: GASP, Box 41, Univ. Activities each month, two months prior to the on- Registration: $35/weekend or $15/day on site. Office, Univ. Center UWSP, Stevens Point WI sale date of an issue. Thus, the copy dead- Write to: DUNDRACON, 1145 Talbot St., Albany 54481. line for the December issue is the last CA 94706. Monday of October. Announcements for GENGHIS CON XVI, Feb. 17-19 c o CONCENTRIC ‘95, March 3-5 IL North American and Pacific conventions This convention will be held at the Holiday This convention will be held at Ramada Hotel must be mailed to: Convention Calendar, Inn Southeast in Denver, Colo. Events include O’Hare in Chicago, Ill. Guests include Lynn ® DRAGON Magazine, 201 Sheridan role-playing, board, and miniatures games. Abbey and . Events include role- Springs Rd., Lake Geneva WI 53147, Other activities include computer gaming, a playing, board, computer, and miniatures U.S.A. Announcements for Europe must be figure-painting contest, auctions, and dealers. games. Other activities include an art show, posted an additional month before the Registration: $15 preregistered. Write to: Den- seminars, films, anime, the blood drive, and a deadline to: Convention Calendar, DRAG- ver Gamers Assoc., PO. Box 440058, Aurora CO masquerade ball. Registration: $17 on site. Write ® ON Magazine, TSR Limited, 120 Church 80044. to: Concentric Circle Inc., 114 Euclid, Box 287, End, Cherry Hinton, Cambridge CB1 3LB, Park Ridge IL 60068. United Kingdom. KATSUCON ONE, Feb. 17-19 VA This anime/manga convention will be held at If a convention listing must be changed EGYPTIAN CAMPAIGN ‘95 the Holiday Inn Executive Center in Virginia because the convention has been can- March 3-5 IL Beach, Va. Activities include panels, workshops, celled, the dates have changed, or incor- This convention will be held at Southern rect information has been printed, please an amateur film fest, an art show, dance, and Illinois University’s Student Center in Carbon- anime. Registration: $30. Write to: Katsu Prod., contact us immediately. Most questions or dale, Ill. Guests include David Gross. Events PO. Box 11582, Blacksburg VA 24062-1582; or e- changes should be directed to the maga- include role-playing, board, and miniatures mail at: [email protected]. zine editors at TSR, Inc., (414) 248-3625 games. Other activities include a game auction, (U.S.A.). Questions or changes concerning ORCCON 18, Feb. 18-20 CA and miniatures-painting and art contests. Regis- European conventions should be directed This convention will be held at Airport Hyatt tration: $10 preregistered: $12 on site. Single- to TSR Limited, (0223) 212517 (U.K.). Hotel in Los Angeles, Calif. Events include all day and visitor passes are available. Write to: types of family, strategy, and adventure board, EGYPTIAN CAMPAIGN, c/o SIUC Strategic indicates an Australian convention. role-playing, miniatures, and computer gaming. Games Society, Office of Student Development, indicates a Canadian convention. Other activities include flea markets, an auction, 3rd Floor Student Center, Carbondale IL 62901- indicates a European convention. dealers, seminars, and demos. Registration: $25 4425.

DRAGON 47 TENN CON ‘95, March 4-5 TN CONNCON ‘95, March 24-26 CT TECHNICON 12, March 31-April 1 VA This convention will be held at the Knoxville This convention will be held at the Danbury This is a revised, updated listing. Convention Center in Knoxville, Tenn. Events Hilton & Towers in Danbury, Conn. Guests This convention will be held at the Best Western include role-playing, board, and miniatures include and Sam Lewis. Events in- Red Lion Inn in Blacksburg, Va. Guests include games. Other activities include card-game clude role-playing, board, and miniatures , Melissa Scott, Don Sakers, and events. Registration: $25 (plus tax) on site. Write games. Other activities include RPGA® Network Tom Atkinson. Events include role-playing, to: TENN CON ‘95, c/o Gameboard, 3018 B Mall events, miniature-painting, costume, and art board, and miniatures games. Other activities Rd. N., Suite #161, Knoxville, TN 37924. contests, and an awards banquet. Write to: include card games, panels, an art show and CONNCON, PO. Box 444, Sherman CT 06784- auction, filking, videos and anime, computer WARP’DCON V, Mar. 4 NJ 0444. games, and dealers. Write to: TECHNICON 12, This convention originally was sched- c/o VTSFFC, PO. Box 256, Blacksburg VA 24063- uled to take place Dec. 3, 1994. It be held at MAGE CON NORTH I, March 24-26 SD 0356; or e-mail via the Internet: Drew University in Madison, N.J. Events include This convention will be held at the Howard [email protected]. role-playing, board, and miniatures games. Johnson Hotel in Sioux Falls, S.D. Events include Other activities include a miniatures-painting role-playing, board, and miniatures games. UBCON ‘95, March 3l-April 2 NY contest, a raffle, an auction, and door prizes. Other activities include dealers and a silent This convention will be held at North campus Registration: $5. Write to: Richard Ditullio, PO. auction. Registration: $15/weekend or $8/day on of the State University of New York at Buffalo in Box 802, C.M. Box 1405, Madison NJ 07940. site. Write to: MAGE CON NORTH I, PO. Box Amherst, N.Y. Guests include Sam Chupp. 114, Sioux Center IA 51250. Events include role-playing, board, and minia- CON OF THE NORTH ‘95 tures games. Other activities include card March 10-12 MN MIDSOUTHCON 14, March 24-26 TN games, an auction, dealers, anime, and SCA This convention will be held at the Landmark This SF convention will be held at the Best demos. Registration fees range from $5-10. Center in St. Paul, Minn. Events include role- Western Airport Hotel in Memphis, Tenn. Guests Write to: UB-SARPA, 363 Student Union, SUNY playing, board, computer, and miniatures include Timothy Zahn and Alan Gutierrez. at Buffalo, Buffalo NY 14260-2100; or e-mail: games. Registration fees vary. Write to: CON OF Events include role-playing, board, and minia- [email protected]. THE NORTH, PO. Box 18096, Minneapolis MN tures games. Registration: $25 before March 1; 55418. $30 thereafter. Write to: MIDSOUTHCON, PO. RAWACON ‘95, April 1 PA Box 22749, Memphis TN 38122. This convention will be held at the gymnasi- COSCON ‘95, March 10-12 PA um on the campus of Lebanon Valley College in This convention will be held at the Days Inn NEOVENTION XIV, March 24-26 O H Annville, Pa. Events include role-playing, board, Conference Center in Butler, Pa. Guests include This convention will be held at the Student and miniatures games. Other activities include a Jean Rabe. Events include role-playing, board, Center of the University of Akron in Akron, miniatures-painting contest, dealers, and artists. and miniatures games. Other activities include Ohio. Events include role-playing, board, and Registration: $2.50 preregistered; $5 on site. RPGA® Network events, dealers, and demos. miniatures games. Other activities include card Write to: RAWACON ‘95, 33-B N Railroad St., Registration: $20 thereafter. Send an SASE to: games and videos. Registration: $15 preregis- Palmyra PA 17078; or e-mail: Circle of Swords, PO. Box 2126, Butler PA tered; $17 on site. Write to: University Gaming [email protected]. 16003. Society, Gardner Student Center, Office #6, Univ. of Akron, Akron OH 44325. GLARE-VOYANCE II, April 8 CA PRINCECON XX, March 10-12 NJ This convention will be held at Claremont This convention will be held at Whig Hall on SCOTCON ‘95, March 24-26 OH Colleges in Claremont, Calif. Events include role- the Princeton University campus in Princeton, This convention will be held at Lowry Center playing, board, and miniatures games. Other N.J. Events include role-playing, board, and on the College of Wooster campus in Wooster, activities include card games and a card-game miniatures games. Other activities include an Ohio. Events include role-playing, board, and tournament. Registration: $5 preregistered; $15 AD&D® game variant that lets you play one miniatures games. Other activities include card on site. Write to: Thomas M. Kane, 150 Annapo- character all weekend. Registration: $15. Write games. Registration fees vary. Write to: Avery lis Dr., Claremont CA 91711. to: Aaron Mulder, 46 Holder Hall, Princeton Leckrone, Box C-1706 COW, Wooster OH 44691. Univ., Princeton NJ 08554; or e-mail: OPCON ‘95, April 8 IL [email protected]. COASTCON XVIII, March 31-April2 MS This convention will be held at Oak Park & This convention will be held at the Miss. Gulf River Forest High School in Oak Park, Ill. Events EX UNICON II, March 11-12 Coast Coliseum/Convention Center in Biloxi, include role-playing, board, and miniatures This convention will be held at Reed Hall on Miss. Guests include Mike Stackpole, Steve games. Other activities include card-game tour- the Exeter University campus in Devon, En- Perry, Jennifer Roberson, and George Alec naments. Registration: $4 preregistered; $6 on gland. Events include role-playing, board, and Effinger. Events include role-playing, board, and site. Write to: Oak Park & River Forest HS, c/o miniatures games. Other activities include a miniatures games. Other activities include an art Sandy Price, 201 N. Scoville Ave., Oak Park IL charity auction. Write to: Exeter Univ. Games show and auction, a charity auction, dealers, 60302. Society, c/o Mr. R. Stewart, 25, Victoria St., videos, and writing and costume contests. Exeter, Devon, ENGLAND EX4 6JQ. Registration: $25 before March 1; $30 there- GAME FAIRE ‘95, April 21-23 WA after. Write to: COASTCON XVII, PO. Box 1423, This convention will be held at the Student GAMER’S CON II, March 17-19 NJ Biloxi MS 39533-1423. Union of Spokane Falls Community College in This convention will be held at the Sheraton Spokane, Wash. Events include role-playing, Hotel in Cherry Hill, N.J. Events include role- I-CON 14, March 31-April 2 NY board, and miniatures games. Other activities playing, board, and miniatures games. Other This not-for-profit convention will be held at include a used-game auction, anime, a activities include card games, dealers, a game the SUNY campus in Stony Brook, N.Y. Events miniatures-painting contest, tournaments, and auction, seminars, and demos. Registration: $20/ include role-playing, board, and miniatures open gaming. Registration: $18 before April 11; weekend on site. Single-day rates vary. Write to: games. Other activities include SF&F, comics, $20 on site. Write to: Merlyn’s, N. 1 Browne, Multigenre Inc., 142 South St., Unit 9C, Red and anime. Write to: I-CON, PO. Box 550, Stony Spokane WA 99201. Bank NJ 07701-2502; or e-mail: Brook NY 11790-0550. [email protected]. FRANKCONSTEIN ‘95, April 21-23 MO PENTECON VII, March 31-April 2 NY This convention will be held at the Radisson SIMCON XVII, March 23-26 NY This convention will be held at Cornell Uni- Hotel Clayton in St. Louis, MO. Guests include This convention will be held at Wilson Com- versity in Ithaca, N.Y. Events include role- Glen Cook, Mickey Zucker Reichert, Laurell K. mons on the University of Rochester campus in playing, board, and miniatures games. Other Hamilton, and Wilson “Bob” Tucker. Events Rochester, N.Y. Events include role-playing, activities include dealers and movies. Write to: include role-playing, board, and miniatures board, and miniatures games. Other activities Pentagonal Committee, c/o Kris Mayo, 219 games. Other activities include panels, a mas- include tournaments, dealers, and open gaming. Willard Way, Ithaca NY 14850; or e-mail: querade, a dance, videos, dealers, and filking. Registration: $8 before March 15; $10 there- [email protected]. Registration: $15 before March 1; $22 there- after. Tournaments fees are $3; most other after. Write to: Name That Con, PO. Box 575, St. event fees are $2. Write to: SIMCON XVII, c/o Charles MO 63302. URSGA, CPU 277146-River Station, Rochester NY 14627-7146. 48 FEBRUARY 1995

KETTERING GAME CON XII OH A WEEKEND IN THE RAVEN’S April 22-23 BLUFFTM SETTING A WEEKEND IN THE RAVEN’S This convention will be held at the Charles I. BLUFF SETTING Join over 2,400 players in the largest Lathrem Senior Center in Kettering, Ohio. ® April S-S CA Events include role-playing, board, and minia- continuing adventure in the AD&D Write to: Chris McGuigan, 2010, Hillside tures games. Other activities include RPGA® game world of the RAVEN’S BLUFF Dr., Burlingame CA 94010. setting. Enjoy five rounds of first-run Network tournaments, computer games, card ® games, and a game auction. Registration: $2/day. RPGA Network events over the course A WEEKEND IN THE RAVEN’S Write to: Bob Von Gruenigen, 804 Willowdale of a weekend. Contact any of the fol- BLUFF SETTING Ave., Kettering OH 45429. lowing cons near you for more infor- April 8-9 OK mation. Write to: Scott Douglas, 316.5 E. Duffy, Norman OK 73069. MAGIC CARPET CON 3, April 28-30 GA GRYPH CON ‘95, April 1-2 This convention will be held at the North Write to: Malcolm Wood, Box 764, West A WEEKEND IN THE RAVEN’S Georgia Convention and Trade Center in Dalton, Lorne, Ontario, N0L 2P0 CANADA. BLUFF SETTING Ga. Guests include Elizabeth Moon, Tom Deitz, April S-S IN and Mark Poole. Events include role-playing, VILLE-CON ‘95, April 1-2 MO Write to: Randall Lemon, PO. Box board, and miniatures games. Other activities Write to: Rob Nichols, 1714 C Amelia, 9005, Highland IN 46322. include a masquerade, an art show and auction, Columbia MO 65201. and a con suite. Registration: $25 before March A WEEKEND IN THE RAVEN’S 15; $30 on site. Write to: MAGIC CARPET CON A WEEKEND IN THE RAVEN’S BLUFF SETTING 3, P.O. Box 678, Rocky Face GA 30740; or Sus- BLUFF SETTING April S-S HI anB14 on America On-line. April 8-9 NJ Write to: Eric Kline, PO. Box 90182, Write to: Don Weatherbee, 86A Da- Honolulu HI 96835. frack Dr., Lake Hiawatha NJ 07034. SPRINGCON ‘95, April 28-30 NE CAP CON ‘95, April 15-16 OH This gaming convention will be held at the A WEEKEND IN THE RAVEN’S BLUFF SETTING Write to: Patrick Connolly, 2509 Dem- ReUnion Building in Lincoln, Nebr. Events ing Ave., Columbus OH 43202. include role-playing, board, and miniatures April 8-9 SC games. Registration: Free to the public. Novices Write to: Trella White, 7645 Garners’ CON- ‘95, April 22-23 TX and interested nongamers are encouraged to Fair Rd., Apt. #1009-F, Columbia SC 29209. Write to: Terry Hawkins, 4734 Warm attend. Write to: SPRINGCON Committee, Box Springs, Houston TX 77035. 1126, 905 N. 16th St., Lincoln NE 68508.

GENERAL CON ‘95, April 29-30 PA This convention will be held at the Carlisle Army War College in Carlisle, Pa. Events include ments. Registration fees vary. Write to: M. role-playing, board, and miniatures games. Foner’s Games Only Emporium, 200 3rd St., Other activities include dealers and tourna- New Cumberland PA 17070.

50 FEBRUARY 1995

by Jon Winter

Artwork by David 0. Miller

“Ship ahoy!” The sharp cry from the lowed by lumbering, hulking monstrosities. Crunch! The whole ship shook violently crow’s nest launched the crew into a flur- “They’ve spotted us!” At the shout from under the impact of a huge catapult stone. ry of frenzied activity; loading ballistae, above, Orlando’s heart sank. A catapult As Alvirath watched the battle unfolding hoisting sails, grabbing hand weapons, and stone from the ‘spider whisked past, dan- from her position at the helm, sharp flash- lashing barrels to the decks. gerously close. es of white pain stabbed at her mind; “Raise the cloaking helm!” Captain Orlan- “Hard a-port!” The shrikeship suddenly jettison fire crashing onto the upper deck. do shouted down to the bridge. A shim- rolled onto one side, throwing the gravity Wheeling around, the shrikeship dove mering, colorless wall of magical force plane out of line for a brief instant. The beneath the Blood Glory, which hung materialized around the Blue Jay. To an deathspider spun, and the stars spiralled motionless in the void, impossibly huge, onlooker, the shrikeship and her elven across the void. The Blue Jay lurched defying gravity. Numerous ballistae fired crew would have simply vanished, blend- forward, doubling its speed as it passed their lethal bolts at the Jay. The small ship ing perfectly with the starry backcloth of the shell of the ‘spider. heaved as cracks appeared in the hull and space. “Fire at the hulks!” Three ballista bolts one wing was torn away. Red and wicked, a massive neogi death- shot whining from the shrikeship, then “Return fire!” Captain Orlando’s voice spider cruised effortlessly toward the their scream was abruptly silenced by the rang out clear above the surviving crew’s smaller ship. Web-like sails glistened be- void. A barrage of missile fire followed cries of alarm. Simultaneously the shrike- tween its huge grappling claws, scattering from the elves, their arrows streaking ship’s three ballistae fired. Three bolts silver-orange light below. Blood Glory was toward the larger ship. Cheers from the sped toward the ‘spider, crashing silently the name daubed in black on the deathspi- crew greeted the sight of two of the mas- into her crystalline hull. The elves cheered der’s hull.¹ Slowly, ominously, silently, the sive hulks falling from the ‘spider, pierced raggedly, but their dwindling courage claws parted. The forward shell of the with arrows and ballista bolts. evaporated as the ‘spider mercilessly bore ‘spider retracted, exposing the deck be- Slowly, almost ponderously, the deathspi- down upon the crippled Blue Jay once neath. Even from this distance tiny figures der turned on the shrikeship. With the again. could be seen, swarming about the weap- attack the Blue Jay’s cloak had fallen, and ons platform between the catapults, fol- the neogi were upon them. . . .

DRAGON 53 Bright signal lights flared from lamps at slowly. His head was still throbbing from the bow of the shrikeship. Red, yellow, the blow he had received. As the room yellow; the code for parlay. Orlando came into focus, he could see he was in a crossed his elven fingers, praying the dark, dismal cell.7 The stench of death was stories he had heard of the neogi were nauseating. Low, agonized groans of pain exaggerated.² He did not breathe until a from nearby cells identified his surviving returning flash came, seconds later. He crew—they were not many. Orlando tried mouthed the words silently as he trans- to stand, but his throbbing legs would not lated them: support him. “Surrender or die.” “Rest my son, you are still weak.” Before Orlando even had time to order a Orlando giddily turned to face the un- retreat, the Blood Glory moved. Colossal seen speaker, fumbling for his sword-it grappling claws crashed onto the Jay's was gone! An old man stood behind him, deck, ripping through the rails and crush- eyes as black as the void. Cocking his head ing the hull. Already figures swarmed slightly, the stranger smiled a little, as if down the grappling legs; weak, pale hu- amused. His voice was strange, almost man slaves shambling vaguely as if they lifeless. were undead, and hulking blue-black “Do not worry, I mean no harm. I too am creatures with swirling, mesmerizing a prisoner here. Forgive me for startling eyes.3 you.” The man placed a cool hand upon The next few minutes were chaos. The Orlando’s forehead, muttering something Jay's crew hacked randomly at anything under his breath. Warmth and vigor that moved, but the neogi’s slaves quickly flowed through his hand into Orlando-he There was a sharp creak as the hulk eliminated resistance. Four of the spider- felt refreshed, healthy even. heaved open the massive cell door, and a like neogi scuttled down the legs of the “You are a priest?” cry of pain as the lumbering monstrosity deathspider and stood on the edge of the “Yes, my son. I am Feldar, of Ptah. Drink grabbed Alvirath by her silver hair and Jay's deck, dancing and chanting strange this. It will help.” He held out a half-full pulled her from the cell. Protesting franti- hissing words of in their waterskin. Orlando stood, took a swig, and cally, Alvirath was roughly shoved along foul language.4 spluttered as the powerful brandy burned the corridor. She beat her fists against the Orlando shouted to his crew to attack inside him. hulk’s stony chest, but it ignored her an- the spell-casting neogi, but most were There was a pause before Orlando spoke gry blows. already bewitched by the hulks. They again. “How long have you been here? Frustration and anger welled inside slashed at each other, the hulks, or any- What do they want with us?” Orlando. “No!” he shouted, reaching thing else that was near. Feeling a stabbing “I do not know, my son. These neogi are through the bars in a vain attempt to save pain in his lower leg, Orlando recoiled in attacking all ships within range. I fear they the elf, “You can’t do that to her!” horror as a neogi sank its fangs into his wish to provoke the elves into another Ponderously, the hulk turned about, flesh. Lethargy coursed through his veins war. I suspect they will want to interro- clacking its huge jaws. From its cradle in and, almost in slow motion, he stumbled gate you.”8 its lord-servant’s arms the neogi grinned a backward. A sharp cuff over the head sent Orlando shuddered. He had heard many cruel, toothy smile. “Want you to come Orlando reeling toward the deck and into tales of those “questioned” by the neogi too?” it snickered gleefully. “Master-lord darkness.5 losing their limbs, eyes, nose, or ears to pleased to meet this Meat will be.” Within five minutes the ship was over- the vile creatures. His throat tightened as On command, the hulk lurched forward run; the hulks began stripping the shrike- fear gripped him. Something approached and unbolted Orlando’s cell door. Rudely ship of anything even remotely valuable. the cell. Striding clumsily down the corri- seizing Orlando by the neck, the huge The bodies and surviving crew of the Blue dor was the dark form of an umber hulk, hulk pushed the two prisoners in front of Jay were bound by the mindless - a neogi cradled in its arms. The pair it. Feldar shook his head in despair as the slaves, and dragged back into the ‘spider. stopped outside one of the cells opposite cell door slammed, hoping Orlando’s death Leaving the shrikeship a drifting wreck, his own. The hulk bellowed a deep growl, would be a quick one. the Blood Glory turned and left the grue- and Orlando saw Alvirath—his wife— Perched atop the hulk’s massive head, some scene, ‘jamming off into the depths scrambling to her feet in the feeble light. the neogi flexed its legs eagerly, anticipat- of the Stellar Main.6 “Ga’kah’ki’zid am I,” hissed the foul ing a great feast for its Overmaster. The In the distance, a dim star changed its neogi. It paused, as if it expected the poor loathsome creature’s eyes glittered evilly course and began to follow. . . . elf to be impressed. “Priest of Thrig’ki I in the dim light. Orlando struggled in vain Allowing his sensitive elven eyes to am. Master hungers for meat. Meat with to escape the iron grip of the hulk, but his adjust to the dim light, Orlando sat up me will now come to Overmaster.”9 neck was just squeezed more tightly. He reached across the hulk’s broad chest, to touch Alvirath. Mute with fear, she could not speak, but her eyes said farewell. The party left the cell block and stum- Neogi statistics modifiers bled along a narrow corridor deeper into Statistic Str Dex Con Int Wis Cha the ship. The air became putrid and un- Modifier -3 +1 0 +2 0 0(-15 to ) comfortably warm as the group emerged into a low-ceilinged hall. A set of double Neogi aging modifiers doors filled the south wall of the room. Category Mature Old Venerable Orlando guessed from the two hulk Age 2 months 15 years 30 years guards on either side of the doors that Penalties 0 Str -l,Dex - 1 Str -l,Dex-l,Con - 1 whatever was inside was important. Their neogi captor, from its vantage Neogi level limits point on the hulk’s head spoke again. “Now Class Mage Specialist wizard Priest to meet Broodmaster we go.” On a sharp Level 12 12 12 command the hulks heaved open the huge doors. The fetid odor of stale air and

54 FEBRUARY 1995 the glory of Thrig’ki!” the small neogi aflame, cracks opening in its warty sides. screamed, spittle flying from the corners Young neogi erupted from its decaying of its mouth. The hulk moved to throw flesh, spilling across the floorboards.11 Alvirath over the precipice. “The glory of P’kk!” another of the small Footnotes creatures shrieked. “The glory of Neogi look like a foul cross between a T’zen’kil!” spider and a moray eel, and are about the “All the Holy Ones glory have!” size of a small dog. All neogi and their A sudden explosion rocked the ship, and slaves are tattooed; the garish and intri- searing flames erupted across the cham- cate patterns announce name, age, num- ber. Terrified by the intense fire, the neogi ber of slaves owned, and social status. scattered, screaming. The hulk holding Neogi are covered in coarse brown hair, Alvirath and Orlando reflexively shuffled which is frequently dyed bright colors as a backward, away from the pit, dragging its status symbol. Their eight spidery legs are prisoners with it. long and thin with sharp nails and flexible Orlando’s fear and anger forced the joints. Their heads are those of serpents or from his mind as he struggled eels, with two forward-facing eyes and a against the iron grasp of the hulk. With mouth of sharp teeth for rending flesh. grim satisfaction he noted the mind flay- More information on neogi may be found death washed over Orlando. His stomach er’s robe was burning, and he felt its shrill in the Lorebook of the Void from the origi- lurched. mental screeches of pain. nal ® campaign boxed set. Slowly and deliberately, their hulk cap- The far wall of the room suddenly col- They also appear in the MONSTROUS tor dragged them forward, its colossal lapsed, pierced by the barrel of a massive MANUAL™ hardcover book. strength no match for two elves. The gun. The thunderous force of the ram 1. The names of neogi ships show little neogi on the hulk’s head danced with a threw Orlando and the hulks to the floor. imagination. Most involve the words bloodthirsty furor, its sharp talons clatter- Through the breach swarmed giff ma- “slave, “blood,” “death,” or “pain.” Neogi ing on its lord-servant’s iron-hard skin. rines, brandishing cutlass, pistol, and all ships tend to be painted red, black, or- The stench worsened as they advanced manner of outlandish weapons. The hulk ange, or purple with silver and gold high- into the huge room. Orlando could now holding the elves cropped his captives to lights also being popular. see that the floor in the center had been enter the fray. Striking his head on the 2. Neogi brutality is legendary, for they cut away, revealing a gaping pit below into deck, Orlando once again fell into uncon- have no morals and less sympathy. Weak the cargo hold. His heart clenched in hor- sciousness. Alvirath’s tears splashed warm or injured neogi are killed and devoured. ror as he saw movement in the darkness on his cheek as she kneeled next to him. All slaves are eventually eaten, except the below. Something huge twitched, glisten- Below them the broodmaster was umber hulks that are too valuable. Any ing in the dim light with thick slime. A great watery eye appeared in the moun- tain of rotting flesh, its hideous gaze wash- ing over the group. Another eye flicked open, and with a rumble, a cavernous mouth widened. Wickedly-sharp teeth gleamed as a deep bellow erupted from the monster. There was movement across the room, and from the shadows scuttled more of the foul neogi. Hissing and spitting they advanced, circling the pit. The two cap- tives stood inches from the edge of the chasm, still held firm by the hulk. From the pit the massive beast rose, squelching and growling hungrily. A humanoid crea- ture across the pit caught Orlando’s eye. His squinted to make out its form. Greetings and farewell. The voice slith- ered through Orlando’s mind as he strained to see. Sibilant and cool, it was quickly evaporated by the heat of Orlan- do’s rage. An illithid! He had always sus- pected the slimy devils worked with the neogi, and here was proof.10 Struggling with renewed vigor, he tried desperately to escape from the grasp of the hulk. Escape is futile. Orlando felt his muscles suddenly seize up, and an agony of cramps shot through his body. He knew Alvirath felt the same pain. Mentally curs- ing all , Orlando prayed to the elven gods to save him. They cannot hear you out here. The illithid seemed amused by Orlando’s futile efforts. “The time of the broodmaster is nearing! Slake its thirst for meat we shall now! For DRAGON 55 who surrender to the neogi are enslaved considered too weak to be of consequence. When an enemy vessel has been strip- or placed in a lifejammer helm. Any slave The foul creatures have developed many ped, neogi always leave the shell behind as refuses to or is incapable of working is new spells of their own (see DRAGON® a warning to other spacefarers—who can eaten. , , and gnomes are issue #184's article, “Magic with an Evil recognize the work of the neogi from its not valued slaves because of their irritat- Bite” by Jason M. Walker for examples). sheer brutality. ing habits; they are usually just tortured Neogi speaking human tongues over- 7. Neogi eyes are sensitive to light. Al- and eaten. Most other races are consid- emphasize the letters s, z, and k, making though bright light causes them no harm, ered prime slave material, especially hu- their voice sound harsh and guttural. neogi prefer to keep their ships in dismal mans, elves and . K’azz’jak’n, the neogi language, is reminis- darkness. They possess infravision to a 60’ 3. Each mature neogi has an umber hulk cent of snakes hissing and the whirring of range. Neogi are not clean creatures, and slave, valued as its most treasured posses- thri-kreen. The structure and word order the filth and smell of their quarters aboard sion. Most neogi insist upon being carried of the neogi tongue is very complex, but their ships is quite nauseating. DMs should everywhere by their hulks since they when speaking Common neogi do not feel free to impose Constitution checks the themselves can scuttle around only slowly. bother with grammar. first PCs encounter the stench. Powerful neogi own two or more hulks. 5. Neogi possess a poisonous slowing bite 8. Neogi torture methods are the stuff of The neogi have an overdeveloped con- that they use infrequently, because they fearsome tales. The pain that victims are cept of ownership—everything is the prop- must be close to their victim to administer forced to endure is hideous enough to erty of a neogi. They consider themselves the poison. The cowardly neogi are reluc- make human torturers’ stomachs turn. the supreme race in the universe and tant to place themselves in danger for the Neogi eat flesh, preferably alive and therefore own everything in it. This super- goods of others, preferring instead to send screaming, be it human, neogi, or illithid. iority complex leads to the strange titles their slaves into combat. Their normal diet is one pound of meat they use: umber hulks are called “lord- This slowing poison also acts as a charm per day, although neogi may live without servants,” other neogi “kinsmen-slaves,” the agent when administered over an extend- food for up to two weeks. Torture is their ship’s master “captain-owner,” and all ed period of time, helping to brainwash favorite method of “preparing” it. others are “servant-slaves” or simply the slaves so they will not rebel. The ef- 9. One in 20 neogi has priestly abilities, “meat.” fects are hard to reverse, requiring dispel and each spelljamming vessel is overseen 4. Roughly one in 10 neogi has magical magic and neutralize poison spells. by at least one priest. Priests are permit- ability as a wizard of levels 1-8. Some 6. Umber hulks are trained to loot ships, ted to add the word ki’zid after their neogi have aptitude enough to rise to 14th and they enjoy this task immensely. They name, meaning “favored of deities.” The level, and rumors persist of magic-using can recognize valuable metals, gemstones, Powers of the neogi are referred to as neogi liches. Specialist neogi mages may and weapons, and usually can locate spell- “deity” and not “god’ or “goddess,” as there choose between the schools of Necroman- jamming helms. Food and drink often is is no distinction between male or female cy, Conjuration/Summoning or Invocation/ devoured on the spot, as are any dead amongst the sexless neogi. Deities are ; other schools are unavailable or defenders. viewed as servants by the insolent neogi, who continually demand favor and good fortune. Neogi never pray, and rarely offer sacrifice, since they see themselves as more important. Pronouncing the name of a neogi deity incorrectly is an invitation to be killed slowly and painfully. Humans, who tend to find neogi pronunciation difficult, are advised not to attempt saying deities’ names. There are five neogi deities: Thrig’ki (lesser power), Align: NE, Plane: Karish (Abyss), Portfolio: “love” (envy/jealousy) Although the deity of “love,” Thrig is better translated as jealousy or hatred. To neogi, jealousy and love are the same. Thrig’ki appears as a neogi with writhing snakes for hair and twelve spidery legs. P’kk (lesser power), Alignment: LE, Plane: Ki’pik (Baator), Portfolio: fear, tyranny. P’kk is the favorite deity of captains and neogi in positions of power who enjoy bullying and manipulating their lessers. P’kk is seen as an umber hulk with the head of a neogi. T’zen’kil (lesser power, Alignment: NE, Plane: Karish, Portfolio: torture, pain, suffering. The name of T’zen’kil is invoked by neogi torturers and those in charge of the slave pens. Worshippers are tattooed with grotesque black symbols of pain. T’zen’kil looks like a black neogi with a whip for a tongue. Kr’tx (lesser power), Alignment: CE, Plane: Jik’qu (Gray Waste), Portfolio: war, brutality, strength. 56 FEBRUARY 1995

Kr’tx is the neogi deity favored by um- These foul creatures grow fat on the flesh structed the Planes, Spheres, Flow, and ber hulk slaves, who delight in brutality of slaves, all the while being eaten from the planets. Finally it created five more and wanton destruction. The favor of the inside by developing young neogi. deities, each like itself only weaker. The Kr’tx is always demanded before a major When broodmasters near the Time, their five, named Thrig’ki, P’kk, T’zen’kil, Kr’tx battle. Kr’tx is seen as a red neogi with flesh begins to split. In a final ritual they and Kil’lix, each represent one of the desir- continually burning claws and hair. burst, spilling out live young neogi. The able aspects of the neogi race. These dei- Kil’lix (lesser power), Align: LE, Plane: young fight over the remains of the brood- ties squabbled over their areas of control Karish, Portfolio: death, murder, poison. master until it has been devoured, then until Ka’jik’zxi grew tired of their bicker- Kil’lix is the patron of murderers and attack each other. From a litter of forty, ing and punished them. Furious, the five assassins in the neogi world, and is seen as only six or seven will survive, but these hatched a plot to kill Ka’jik’zxi. Concocting the darkest of shadows. Its horrid laugh is will be the toughest, most brutal neogi of a fatal brew with the “foulest ingredients” high-pitched and whining, yet also deep the group. therefore (including friendship, mercy, and compas- and booming, and is said to be heard by helps the race to remain powerful. sion) they poisoned their Creator. those who are about to die. This violent reproductive process has a Ka’jik’zxi swelled up to a huge size, and All neogi priests gain access to the same number of repercussions on the race. the young deities hid, fearful of Ka’jik’zxi’s spheres of spells. Major access: All, Astral, Neogi are sexless, and they cannot under- wrath. Suddenly, Ka’jik’zxi burst, spilling Charm, Combat, Elemental, Healing (re- stand the concept of gender or love in its entrails across the spheres. Some land- versed only), Necromantic, War. Minor other races. Many consider human women ed in the Outer Planes—the parts contain- access: Protection, Summoning. to be a different race from human men. ing mercy and compassion became the 10. The neogi have no allies except for The viciousness of their early lives leads gods of good. Some of Ka’jik’zxi landed in corrupt mind flayers, and this alliance is their evil and hateful natures. Dominant the Lower Planes and became the evil tenuous at best. Even the foul drow loathe neogi emotions are hatred, jealousy and gods. Ka’jik’zxi’s brain landed in a the neogi, branding them blasphemers fear, and it is these which keep lesser forgotten Crystal Sphere. against their Spider-Queen Lolth. Illithids neogi in place under their masters. After much searching, the neogi deities work for large profits as intermediaries Captain-owners become broodmasters found the brain. There they were amazed between the neogi and the Arcane, who when their underlings grow tired of senile to discover life—the first neogi had been are unwilling to deal with the neogi di- rulership. If left to live their full lifespan, “born.” The deities taught the neogi of the rectly. neogi die at about age 45, but most are multiverse and their destiny to conquer. 11. Neogi reproduce asexually by poison- assassinated before they reach 30. The neogi built ships and left their ing old, frail captain-owners with a variety The only neogi of interest to sages homeworld—referred to in legends as of toxic chemicals. The victims rapidly details the neogi creation . Their Ka’jk’z. They have never returned, but the collapse into coma, and slowly expand into legends claim the universe was created by neogi know their mission: to conquer all Great Old Masters” or “Broodmasters.” a Being named Ka’jik’zxi. This deity con- the Spheres.

58 FEBRUARY 1995

In search of cosmic balance

[Editor’s Note: Due to circumstances beyond everyone’s control, this issue’s Eye installment is not by that stalwart trio o f gaming gods: Zeb Cook, Paul Murphy, and . Instead, we welcome one of our RPG reviewers, Lester “Multimedia” Smith to a new section of the magazine. ©I995 by Lester Smith Les chose to share his own thoughts on a computer game reviewed in a previous keeping the game fresh play after play, computer’s strengths. Instead of having a issue of DRAGON® Magazine. Always one while also pointing up the option of creat- timed turn, the marine player has “real to support intelligent discussions of differ- ing your own unique missions. time” action at a one-to-one ratio, inter- ing viewpoints (and not being above toss- But early in my experience with the rupted at will by a limited supply of ing a little controversy into these pages game, I began thinking that it wasn’t quite “freeze time,” which halts the action com- now and then), I hope you’ll enjoy reading even-handed in its treatment of marines pletely while the marines’ HUDs (Heads-Up Les’ opinions. —Dale] and genestealers, and I wrote an article Displays) are checked or a top-down view for GDW’s CHALLENGE* Magazine, sug- of the overall area is consulted. The trick It isn’t often in life that you get a chance to gesting ways to give the marines a better in succeeding at the computer version lies atone for an earlier mistake. But here, due chance of standing up to the alien mon- in using both of these views to best effect. to an unusual set of circumstances, I find sters. It didn’t take long for letters to start But Jay and Dee complain that the HUD myself filling in for the regular stable of arriving at the magazine’s office in re- view gives too many things to watch at computer-game reviewers this month, and it sponse, defending the game’s balance, and once. In response, I’ll repeat: the judicious provides me with a rare opportunity to chastising me for blaming the game for my use of freeze time allows breathing space make amends for what I consider an old failures as a marine player. And after while HUDs are checked. Also, it is no error on my part, at least in a strange sort of gaining a bit more familiarity with the accident that the game distinguishes be- cosmic sense, while addressing a new one. game, I had to admit that they were right. tween the large display of the primary Allow me to explain. Now, years later, I find myself strangely marine and the smaller ones of his four Years ago, when first mirroring that situation. The reputation of squadmates. Left-clicking the mouse on released the * board game, I the computer version of the SPACE HULK* any of the smaller screens simply causes snatched up a copy eagerly. I already had game has been sullied (as I sullied that of that marine to fire his weapon straight become addicted Leading Edge’s ALIENS* the board game) in the very pages of ahead at waist level. But the cursor can be solitaire board game, and the SPACE HULK DRAGON Magazine—see the Eye of the aimed in the primary marine’s display, game promised to deliver the same sort of Monitor in issue #213 by Jay and Dee— allowing more accurate shots (even into action, but for two players rather than and I’m here to set the record straight. the mouths of side halls); moving it to the one—and with GW’s characteristically (With my karmic balance thus restored, very edges of the display and left-clicking glitzy components. The game turned out perhaps I’ll be able to sleep at night once allows single-step movement commands; to be even more impressive than I antici- again.) and right-clicking picks up items and pated. Its mechanics are simple yet ele- In their review, Jay and Dee had several opens and closes doors. Given this set-up, gant. The time limit on the marine player’s complaints about the game. I’ll address an important strategy in the game is to turn is a stroke of genius. And the balance those complaints one by one, pretty much choose as primary the most important of genestealer advantages (their rapid in the order Jay and Dee presented them. marine for a scenario—a flamer for movement, the use of “blips” to represent First, they say that the computer game “cleansing” missions, for instance—and uncertain numbers of them outside of tries to recreate the board game’s mix of control him carefully while scanning the marine line of sight, and their deadliness “timed turns combined with the ability to smaller screens for trouble as those ma- in hand-to-hand combat, for instance) interrupt your opponent’s turns,” but that rines follow longer orders given during versus marine advantages (ranged weap- it fails. I couldn’t disagree more. To me, freeze time in the overhead view. ons with unlimited range and ammunition, the most impressive thing about the com- Next, Dee and Jay complain that the and randomly drawn “command points” puter version is that it doesn’t try to mimic marines are really dumb in the computer each turn to allow a few extra actions) is these aspects of the board game, but rath- game, and the truth is that they are prone excellent. Finally, the different scenarios er seeks to convey the bug-hunting experi- to get into “traffic jams” when given or- provided call for variations in tactics, ence on its own merits, using the ders to all move through the same inter- DRAGON 63 section at once from different directions, is fairly easy to freeze things just long requirements, and they dicker back and for example. But the solution to this is enough to update one or two marines’ forth as to whether Dee dropped the simple: Give them commands in smaller orders at a time. But even when time is artifact or not. I’ll admit to having had a bits. Have one marine move to the edge of pressed, there are a couple of ways of similar confusion in one mission: I thought the intersection and stop there while the “cheating” the genestealers. For one thing, I had to pick up an artifact, but it turns others move through. While he is waiting, a simple shift-left-click on a marine auto- out that one of the marines begins the have him provide covering fire for them. matically duplicates the orders of the mission carrying it. There is an icon to After all, the whole point of squad-level marine currently selected, allowing the indicate this in the HUD view; I just hadn’t action is summed up in “move and cover.” player to give a complex set of orders to noticed it in my rush to begin playing that That is, infantry squads in real life are several marines simultaneously within scenario. A second look cleared up the taught to “leap-frog” toward their objec- bare seconds. For another, it is possible to problem entirely. tive, one squad taking up a covering posi- give a marine at the rear of the formation Finally, Jay says that he doesn’t want to tion while the other moves forward, then a huge movement order, knowing that he keep playing a mission over and over until the other providing covering fire while the can’t complete it until the others get out of he’s found out exactly where the monsters first advances, and so on. That is exactly his way. That saves time early on, because are. But that complaint is more applicable the sort of thing the SPACE HULK com- the blocking marines can be closely moni- to the DOOM game (which he obviously puter game encourages. In general, the tored and moved a bit at a time, with the likes) than to the SPACE HULK game. From best way to lose a mission in the game is to rear marine consequently following auto- my play of both games, it seems that in the get impatient and give the marines com- matically each time they advance. SPACE HULK game there is considerable mands to move too far at once. Shorter In other words, this isn’t an arcade randomness as to where the genestealers moves allow the player to better react to game: you have to use some cleverness appear and how many do. Like the board- genestealer actions. and planning if you want your marines to game version, I could never quite be sure As Dee and Jay point out, it is really survive and beat the genestealers. In this, how much time I had before running into painful to run out of freeze time and be it parallels the board game, which also them, and how many there would be stuck running the marines in real time. requires planning and cleverness from the when I did. It seemed to change from play But they go on to say that generally freeze marine player who wants to succeed—that to play even within the same mission. time accrues more rapidly than is actually and cool-headedness, which is of great use Overall, then, I don’t think Dee and Jay necessary. From my own play, I have no- in both the board and computer games. give the SPACE HULK computer game a fair ticed that typically it is at the beginning of One of my strongest contentions about shake. As to their complaint that the sound a scenario that I feel the most time pres- the review, however, is that Jay and Dee made the program crash, my own experi- sure, while trying to get orders to all the intimate that after losing a SPACE HULK ence has been primarily with sound marines before the genestealers run ramp- computer game mission, it requires some through the PC speaker, and the program ant. Once the squad is up and running, it sort of elaborate sequence of commands to has never crashed on me. What little play begin the scenario again, unlike the I’ve done of it on a system with a SOUND- DOOM* game, which automatically resur- BLASTER* card also was trouble-free (and rects you. All you have to do when the the sound was impressive). “failed mission” screen comes up is right- Obviously, I’m quite happy with the click to get right back into the scenario. SPACE HULK computer game. I’ve found Like the DOOM game, the SPACE HULK that different missions require different game starts you at the beginning of that strategies: Some I’ve won only by cautious mission again. Following this, they com- advances with lots of covering fire, and ment that there is little reason to play in others have required an all-out run for the the HUD view, given that the overhead objective. One of the most satisfying things perspective gives a better view of where about the game for me has been that even everyone is. And then they complain that after winning a mission, I want to come any artifacts can’t be seen in the overhead back to it later and see if I can do even view. The fact is, there are several reasons better at it (getting out with more marines for using the HUD view. One thing is the alive, for example). Add to this the fact aforementioned ability to aim fire for the that there are multitudinous individual primary marine. Also, it is much easier to missions to play, including the campaign take reactive actions in the HUD view, level, and the result is lots and lots of play such as firing a flamer at an approaching time from this product. And it is easy ‘stealer. (And given that—just as in the enough to pick up that you can leave it for board game—sometimes ‘stealers survive a a few weeks and come back without hav- first spray of flame, it can be critical to see ing to learn the interface all over again. that in HUD view and trigger the flamer What’s more, the game is just old enough again.) Only in the HUD view can you that you can most likely find it marked readily move a marine step by step, which down in price nowadays. (I bought my can be essential at times. More than once, copy recently at an Electronics Boutique I’ve had to back a marine rapidly to keep store for only $9.99!) As an aside, another him out of the claws of an advancing mark of its age is that it is obviously de- ‘stealer long enough for his gun to unjam. signed for the 386. While it runs smoothly As a matter of fact, you can’t see the on faster machines, the mouth of the “jammed” indicator in the top-down view. marine who briefs you before each mis- Given all this, it is better to play the game sion moves at a near blur on them. as it was designed to be used, switching For die-hard SPACE HULK board-game back and forth between top-down and fans, in particular, this computer game is HUD views as necessary. virtually a necessity. I rate it a 5 out of 5. Next, the reviewers say that they got a result of “mission failure” even though *indicates a product produced by a company other they thought they had fulfilled the mission than TSR, Inc.

64 FEBRUARY 1995

Solitaire SPELLFIRETM game rules

by Bruce Nesmith

So you’ve built the world’s finest are drawn, unless the card itself indicates 10. The imaginary opponent defends SPELLFIRE deck and you want to test it otherwise. In that case, the event is played razed realms using the same rules she out. (For those of you who’ve been reading as soon as possible. For example, Calm uses to attack. If she defeats one of your my other articles, my Speed deck was events must wait until you throw a harm- champions, she gets spoils of victory. eventually and convincingly beaten.) Your ful event and The event must problem is that you can’t get find anyone wait for the end of the imaginary oppo- Rule of ties to play with just now. The solution? Soli- nent’s turn. Events that are useless to her, The imaginary opponent always uses the taire SPELLFIRE game rules! such as Labor of Legend, are discarded highest level card first. However, it is easy Playing the SPELLFIRE game solitaire is immediately. to have two cards with the same level to a great way to test out a deck. It’s also a lot 4. The imaginary opponent always puts choose from. All ties are resolved by card more fun than a regular game of solitaire. all her champions in her pool during step number. Lower numbered cards are cho- Having a need to test out many of my own 2 of her turn. I recommend you put her sen first. When dealing with booster sets, decks, I have come up with some solitaire pool of champions to the left of the realm cards are chosen in order of publication SPELLFIRE game rules. formation and yours on the right. first, then by card number. Solitaire SPELLFIRE games are played 5. When she draws a magical items, she against an imaginary opponent. The cards places it on the champion with the fewest Order of Publication for 1994: themselves work just like they do in any magical items in her pool. In the case of Original set of 420 other game. However, rules are needed to ties, see the rule below. A magical item is Original chase cards l-25 direct the play of the imaginary opponent. never placed on a champion that already RAVENLOFT® booster cards l-100 Only one deck is needed to play the has that exact same power. For example, a DRAGONLANCE® booster cards l-100 SPELLFIRE game solitaire. You will be Viper Hand that allows the champion to DRAGONLANCE chase cards l-25 laying out realms normally, but the imagi- cast wizard spells is never placed on a ® booster cards nary opponent will not. He has no realms champion that can cast wizard spells. l-100 of his own. He attacks your realms and 6. Artifacts also are attached to champi- FORGOTTEN REALMS chase cards l-25 razes them. You attack your own razed ons as soon as they are drawn. However, realms, which he defends. If your attack is some artifacts will have to wait until a Rule of selection successful, the realm is rebuilt. It is possi- champion of the proper world is available Many cards require the player to pick a ble to affect two realms in the same turn. 7. Spells castable before and after com- champion, realm, magical item, etc. If the You can lay down a new realm and regain bat (steps 3 and 5) must be cast the same imaginary opponent is required to pick, a razed one during combat, all in one turn. turn they are drawn. If they cannot be she always chooses the highest level card. The game is over when you run out of cast that turn, they are cast on the first In the case of ties, see the rule above. cards in your deck. You can keep playing turn they can. For example, if the imagi- Random draws: Some cards will require until you are out of options, but you may nary opponent does not have a wizard in you to draw randomly from the imaginary not reshuffle the discard pile. Since both you her pool, she may have to hold her step 3 opponent’s hand, or for her to draw from and your imaginary opponent are drawing spells until she draws the right champion. yours. For such random draws, turn the from the same deck, the game will be short- 8. The imaginary opponent must attack cards face down and shuffle them, then er than you might think. Most of the games I each turn. She always attacks first with draw the appropriate number of cards. tried ran about 15 minutes. All of the other the champion that has the highest overall Like any solitaire game, winning a soli- basic game rules are identical to those in the level. In case of ties, see the rule below. taire SPELLFIRE game is tough. To com- SPELLFIRE rules booklet. She always attacks the foremost exposed pletely win, you must have six unrazed realm, even with flyers, which it is legal realms on the table. Most of the time you Solitaire rules for her to attack. For realms in the same will not win. I score most games by how 1. The imaginary opponent always row, see the rule below. If the imaginary many unrazed realms I have when I run draws her cards one at a time, not in a opponent razes a realm, she gets spoils of out of cards in my draw pile. A score of group. The order in which they are drawn victory. zero or one is pathetic. Having two or can effect how they are played. 9. The highest level spells and allies are three realms unrazed is average. Manag- 2. Her realm cards and holding cards are played first. In case of ties, see the rule ing to keep four or five realms unrazed is discarded immediately. If your deck has below. Spells that have no effect due to a good game. fewer than 10 realms, adjust the victory events, realm powers, champion powers, conditions to four unrazed realms. etc., are never cast. Your imaginary oppo- 3. Event cards are played as soon as they nent isn’t stupid, just mechanical.

66 FEBRUARY 1995

“Forum” welcomes your comments and higher levels, I also have a severe hit-point fighter/3rd-level mage. Hit points are opinions on role-playing games. In the deficit, due to my halved hit-point total. rolled for each class, then averaged. United States and Canada, write to: Fo- My 64, as opposed to our fighter’s 110, The second method starts by abandon- rum, DRAGON® Magazine, 201 Sheridan doesn’t last long if I’m not wearing armor. ing the XP-for-gp method for all PCs, and Springs Rd., Lake Geneva WI 53147 U.S.A. (It’s not allowed if you wish to cast spells.) figuring experience based on what the In Europe, write to: Forum, DRAGON My point is that if the correct rules are character actually did. If this method is in Magazine, TSR Ltd, 120 Church End, Cher- followed in the construction of a multi- use, it is fairly easy to divide a multi- ry Hinton, Cambridge CB1 3LB, United classed character, then the character will be classed character’s experience points ac- Kingdom. We ask that material submitted balanced. In the short term, they are versa- cording to how much the abilities of each to “Forum” be either neatly written by tile front-line characters; in the long term, class were used. For instance, a fighter/ hand or typed with a fresh ribbon and they are versatile back-up men, who comple- mage who cast no spells throughout a clean keys so we can read and understand ment other, single-classed characters and are particular adventure would get no experi- your comments. You must give us your invaluable when a fighter goes down or a ence points added to the mage XP name and full mailing address if you ex- mage is feebleminded. I chose my character amount—they’d all go to improve the pect your letter to be printed (we will not not because I’m a role-playing megaloma- fighter side of things. On advancing a level consider a letter submitted anonymously), niac, but because I wanted him to be some- in either class, hit points are half of what but we will withhold your name if you ask thing of a “jack-of-all-trades, master of none,” they’d be for a single-classed character. us to do so. We will print your complete and I didn’t particularly care for a bard I am deliberately leaving these descrip- address if you request it. character. I’m certain there are multitudes of tions rather sketchy, as all DMs will have other players just like me. I think it’s about to adapt these ideas to their own cam- I’m writing in response to the letters of as fair for a DM to say, “You can’t play multi- paign. I think, however, that either meth- Vincent Nasso and Talus London Young, classed characters in my campaign because od could prove useful. which were featured in the “Forum” sec- in my opinion they’re not balanced,” as it is Christopher Davis tion of DRAGON issue #195. I have been for a basketball referee to suddenly allow Snoqualmie WA playing a multi-classed character in the players to run into each other, because he AD&D® 2nd Edition game for the last two personally likes the idea. I would like to respond to a letter pub- and a half years. In the current campaign, I think that if you play a multi-classed lished in issue #195’s “Letters” written by my PC is the oldest surviving member of character for an extended period, you’ll a “Good old Mom, who is sometimes al- the party. The other current members are find that they are balanced. It’s unfair to lowed to play.” The writer wanted to hear an llth-level wizard, a dual-classed 6th- place 10% ability failure checks on a char- from us misfits. level cleric/9th-level psionicist, a 12th-level acter who trains for twice as long as a I’m a 16-year-old guy and I’ve been play- paladin, an llth-level fighter, and an llth- single class to get to a certain level. I think ing the AD&D game and several other level cleric. My character is a 10th-level it’s a good idea to have high-level, expen- role-playing games for about four years. mage/9th-level fighter. sive tutors for a character, and I think it’s Most of my characters have had mostly When I joined the campaign it was my a good idea to have enemy NPC multi- low or average ability scores and I’ve had style to keep the details of my character classed characters (my campaign nemesis lots of fun playing them nevertheless. relatively secret, playing my character as is a drow 12th-level mage/llth-level fight- Unless I’m completely wrong, role-playing somebody who prided himself on being a er). If I sound a bit harsh in what I say, is a bit like acting—you have to try to “Renaissance man.” The response of my then I apologize, but in my opinion, a lot become the character, not make the char- fellow gamers was along the lines of, “Boy, of people play RPGs to do something that acter into a copy of yourself. your character sure kicks butt.” they can’t do in real life. If they wish to One of my characters was a As time has progressed, this attitude has play multi-classed characters, let them. In illusionist with an Intelligence of 10 and a changed to “Boy, whatever happened to the long term, if you stick to the proper Dexterity score of 16. The rest of the your character, he’s just not as tough as he rules, you’ll find that they’re a properly ability scores were 10 or under, and I still used to be.” The simple truth of the matter balanced character class anyway. reached 3rd level with him. He survived is that at lower levels, multi-classed char- Paul Morgan because I used my wits, not some rolled- acters are superbly versatile. At higher Brisbane, Australia up stats. So all you role-players out there, levels, their advancement slows down even if your character seems to be a loser such that they remain versatile but their I want to respond to Adam Panshin’s at first, don’t throw her away. Try to iden- level of expertise in each field is not as letter in “Forum” in issue #207; specifically tify with her and you’ll see that she is a lot good as a single-classed character. Whilst his suggestion for dealing with multi- more interesting to play than all those in a one-on-one fight with another mem- classed characters. I have seen two ways supermen you’ve created so far. ber of my group, I have a distinct advan- of handling this in action, and both work. tage and I would probably easily beat all The first method is to treat the charac- Jarmo Gunn but the fighter and the paladin, in an ter as a, say, FighterMage (or fighter- Helsinki, Finland adventuring situation, my character is the mage), rather than as a fighter/mage. This rear-guard man. Due to my halved XP is done by adding the experience points Is it just my campaign, or has everyone rate, I will never be as good a wizard as needed for the next level together, and jumped on the bandwagon of the drow? the other mage, and I will never be as requiring that total as the number needed As soon as one of our players brought good a warrior as the paladin or the fight- to advance. The PC is called a 3rd-level home the Drow of the , every- er. Aside from this lack of advancement at fighter-mage, rather than a 3rd-level one went out and made drow characters

68 FEBRUARY 1995 (except me). Our new group didn’t even players that they consider unmotivated. in making them so. play in the Underdark, we were full on Game masters are often critical of players, In the case of the Complete Bard’s Hand- the surface. Did R. A. Salvatore put sub- when the blame should be placed on them. book, I welcomed the publication, as I liminal messages in his novels to worship Making the game interesting is a primary myself make my living in the field of en- drow? Of course, everyone has become responsibility on the part of the GM, and tertainment, and it opened doors to my power-hungry megalomaniacs. Are there bored players are often the result of a role-playing that I had scarcely even imag- any campaigns that don’t have this prob- “dry” game. Don’t be too hard on players ined. Even so, I did not, and even post- lem? There are no other DMs in my area. that you feel aren’t playing up to code. Be CBH, do not find the true bard a “boring” Am I the only gamer who believes pow- sure that the player is causing a problem character class, as Mr. Fairfield seems to. erful monsters and races should stay in before criticizing their role-playing style. He has his own share of abilities and skills the MONSTROUS COMPENDIUM® accesso- Phillip Dale that the other kits do not have access to, ry? In my area, I’m the only person who Farmland IN and can be equally exciting as the other hasn’t had at least one drow character. I kits if properly role-played—they only think that if they made a Complete Tarras- I write this letter in reply to Bryan Fair- appear boring because of their familiarity, que Handbook everyone would flock to field (issue #195) and many others like right from their fairly raw first appear- the opportunity to have one of them as a him. Bryan was complaining about how, ance in the bard appendix in the first character. Please print my address so that with the large range of AD&D game play- edition rule books. What you have to I may hear the horror stories from other er handbooks, it made it very easy to consider is the personality, not the gamers. create super-powered characters. powers, of the bard that set him aside John Morris, Jr. The simplest answer I have for him is: from the other mortals on this earth—it is 93 Roosevelt Ave. So? Honestly, what is the fun playing a a difficult, frustrating, and often lonely Erial NJ 08081 character that can do everything and has path to tread. no flaws? In nearly all role-playing sys- My solutions to the problem of power In some issues, the Forum has been largely tems, overpowered characters can easily gamers who would take a kit purely be- concerned with “power gamers,” those who be manufactured, from the “half-elf cause of the abilities and powers of that destroy fun by comparing statistics fanati- fighterblades” in Bryan’s letter to the griz- character are fairly simple. A standard cally, and attempting to “defeat” other play- zly old cyberpunk vets of the 2020s. house rule in my game is that the multi- ers by being as dominating and stubborn as I, being in the majority of gamers, have classed option is definitely not two sepa- possible. Needless to say, these “characters” played such characters; usually as a raw rate classes combined in a single body. have no character. recruit, looking for the most powerful With a multi-classed character you don’t I have dealt with them many times, and characters possible. But my most memora- keep separate track of THAC0s, saving have found numerous ways to make life ble characters have been flawed. Who can throws, proficiencies and all the rest for more difficult for them. I hope these meth- forget the pacifist fighter or my all-time each character, so why should the other ods will work for you, too. favorite: Harvey Fat, the Middle-earth skills be any different? Thus, similar skills, For those having trouble with players scout? It was with this vertically such as the case of the thief skills for the who cannot grasp the idea of a character challenged individual that I became known gypsy/thief and the spells for the being anything more than a page of statis- as “Snake Eyes” Martin, the unluckiest loremaster/mage that Mr. Fairfield men- tics: take away those statistics. Remove all gamer this side of the Atlantic. tioned are gained only for the class that essential components from your system But seriously, as a DM in the position of performs them the best, which in these (stats, bonuses, skills, numbers . . . all that having a super character disrupting the cases are the thief and the mage. “power gamers” hold dear). Simply play a balance of the game, I would take him A second solution is to impose penalties complete game without any rules. It can aside and explain carefully why I thought and difficulties to the character who does be done! Most players enjoy such freeform it would be wrong to continue using that not correctly role-play the character he role-playing, and GMs get quite a workout particular character. Of course, if he didn’t possesses. Obviously, the definition of for improvisation. If this seems too drastic heed the DM’s kind advice, the aforemen- correct role-playing will be different for or chaotic, then use a ridiculously easy tioned player could find himself ejected every character, but as an example, bear system (Gamescience’s TWERPS* multi- from the party and told to find himself a in mind that most bards will not willingly genre game seems to work well) and keep group of power gamers. leave their own performing arena, be it your current setting in place. Only use this The answer is to find a balance between the animals in the forest or a packed the- as long as you have to, for players eventu- power and “role-ability.” Hopefully the PCs ater in the center of the city of ally will become sick of it. Other times are can determine such a balance alone. But it or . Almost all performing appropriate for this as well, such as when occasionally needs the DM’s gentle hand. artists (I have observed this in others as introducing a new player. Thomas Martin well as myself) like to be seen, to be recog- If you don’t like the idea of leaving your Roxbrughshire, Scotland nized and appreciated by their public, and current game system, even temporarily, it is unlikely they will embark on long then introduce a few subtle changes. Try I read with interest the letter in issue wilderness treks that will affect their eliminating the entire concept of profes- #195 from Bryan Fairfield on the subject fluctuating reputation and ability to prac- sions and character classes. WotC’s ARS of bard kits contained within the Complete tice and hone their skills. MAGICA* game gives great advice for this, Bard’s Handbook. It strikes me that he may The most important thing to remember, as does the CHARACTER LAW* & CAM- be missing the point slightly. however, is game balance. This is as much PAIGN LAW* component to ICE’S ROLE- As a DM I do not make a player take a kit the job of the players as it is of the DM. Is MASTER* system. When character classes in any class, and I certainly do not choose a it really realistic for every character to be are eliminated, stereotypes are as well, kit for every character that I play. After all, some kind of bard, especially from arenas allowing individuality. what are kits but a means to come closer to as diverse as blades, gallants, gypsies, and If your players are the type who try to a character and thus be able to role-play her meistersingers? Also, such things as a dominate the game and “steal” the action, better? If the player is able to do this with- sword of dancing being possessed at only gently embarrass them. I do this by bring- out the dubious benefit of a restricting kit, 6th level are, to my mind, ridiculous. (I ing in a “babysitter” NPC that exists only to then full marks to them. The message I get agree that the power of these items is save the life of that character. It is quite a from Mr. Fairfield is that he sees kits as a immense in the hands of a bard, and all humbling experience. means to make his characters more power- the more reason for the DM to watch Finally, a reminder for those who have ful without needing to expend much effort where he gives one out.) As for druids

DRAGON 69 fighting to attain level advancement, I Schick recommended we write that year’s threw that one out as soon as I read it in AD&D® game Open tournament as a product series—he already had an idea for the rule book. Continued from page 8 Any kit, regardless of character profes- the final round. The heroes would be There was the paladin, who claimed to sion, has the ability to unbalance the caught, stripped of all their possessions have four abilities scores of 18, including game. What must be remembered is that and dumped into a monster’s lair to sur- an 18 Charisma (in my opinion he exhib- this is a role-playing game, not a power vive. “Original idea,” I commented. Thus, ited a Charisma of 3), a thief who didn’t struggle to see who can kill the most orcs the A-series of modules—the Slaver Saga— think romance had any place in an adven- in a round. My message is to keep the was born. I had found a new way to an- ture, and a ranger who felt that children kits—but just be careful that they are role- noy thousands of players with my were a burden and nothing but trouble. I played well and realistically. role-playing. put on my parent hat creating challenges Andrew McLeish By this time I missed the chaos I could that would make the players re-evaluate Spalding, Lincolnshire, England cause when playing a PC. So I dusted off their characters’ attitudes. The paladin my player hat occasionally just to see if it was asked to choose between personal I write this in response to Bryan Fair- still fit. sacrifice and slaying an innocent to benefit field’s letter about half-elf bards in issue My hero Almar Tann, a wandering half- the greater good. He tried a third route #195. Although using only the rules in The ling thief, was created to the and lost his paladinhood. The thief quickly Complete Bard’s Handbook, bards may Desert of Desolation module series in a fell head-over-heels in love with a woman seem unbeatable, there are many more campaign run by Tracy Hickman. Almar who couldn’t stand him, just because he “Special Hindrances” not covered. These was a clever little fellow with the heart of misinterpreted all the signals. And the are not represented by dice rolls, but a true hero and more pluck than men ranger rescued a sweet little girl from an mainly how people treat the character. twice his size. Other than having a knack angry mob that had burned her parents as Imagine, for instance, that the fighter/ for getting into trouble due to his curiosity witches. He became her guardian (though blade you mentioned was staying and and willingness to take a risk, and making the girl really was a witch, of course). performing at the castle of a well-known the rest of the party deal with it, Al’s te- Eventually, I was hired by TSR (how is and loved noble. If this noble was killed, nacity and luck helped the party to another story) and found much of my the pressure would be on the local author- emerge victorious in the end and win a weekly gaming coming to an end due to ities to catch the killer quickly. If he was limited wish. Almar wished for a coin the workload. killed without a sound or trace, apparently pouch that would always refill with nine I did manage to put on my DM hat once by a skilled assassin, then the eye of suspi- gold coins once it was emptied. This for the creative staff, to show them the cion would fall on the fighter/blade. This is seemed very practical and not too greedy answers I had developed for creating non- not represented by any rules or dice rolls, at the time. Tracy was very agreeable. dungeon adventures. The players were but by the reaction of the NPCs. Little did I suspect that Tracy was about to , Zeb and Helen Cook, Also, imagine how hard it could be for a whisk Al and the others off to the develop- Allen Hammack, and others. I began by well-known bard to simply walk down the ing world of the DRAGONLANCE Saga and having each player create characters. street. People would pester him, bother the first adventure, Dragons of Darkness. Then I sorted and handed out pre- him, and generally get in his way. Now Gold has no value on Krynn. generated backgrounds that gave their imagine how hard it could be for him to Almar left his mark on the world when characters motivations. Then I started the flee from the local authorities down a he discovered a lone pillar standing in the game, with each hero playing solitaire. busy street. Not only would people still middle of a room. He climbed the pillar to Their homeland had become an enemy- pester and bother him, but his reputation the top and found nothing there. I told occupied nation. would be destroyed. This, too, is not cov- Tracy that it didn’t make sense to have a Within half an hour, every one of the ered by any rules. pillar just sitting in the middle of the room characters had broken the law and was The life of a thief/gypsy would be diffi- with nothing on top. Tracy said it wasn’t arrested! I stripped the heroes down to a cult as well. Consider how suspicious important to the adventure. So Al opened loincloth and dyed their left arm purple, people in the real world were of gypsies in his coin purse and left a stack of coins for just in case they should escape. The night the past. If something valuable was miss- the next adventurer to discover. past in the jail, and Helen’s mage learned ing, you can guess who would be blamed. Almar went on to discover many new one spell from a dying old wizard in the Or, think of how aggravating it would be things in the ruins of Xak Tsaroth, until cell with her. Then these criminals were for a jester to try to get anybody to take we decided that halflings had no place in sailed across the bay to the bluffs on the him seriously, even if he was warning the this new world, especially since Almar also other side and a big wooden door in the king of an assassination plot. had a ring of invisibility; it all sounded too cliffs. Still the heroes did nothing, until the Aside from reactions of regular NPCs, much like another story. So Almar went mighty bar was lifted from the door and it another balance to gameplay is to enforce wandering off into the barbarian plains of swung open. A frightened goblin bolted, the rule of training. This is an effective Abanasinia and was never seen again. making a mad dash for freedom, and fell balance to all powerful classes, including It was up to me to create a replacement, face first in the surf with one of the some of the kits in The Complete Book of so I found my God of Krynn hat and fash- guard’s arrows in his back. Now the he- Elves. Most bard colleges could effectively ioned the incorrigible kender, that child- roes panicked. tutor standard bard kits, but where would like race that refuses to grow up, and the Things didn’t look good. The weaponless a druid/meistersinger find a teacher? first kender representative, Tasslehoff heroes were forced into a minotaur’s Experience points don’t matter if you can’t Burrfoot. labyrinthine lair and told to survive using find a teacher to raise you to 2nd level. Now anyone who has ever played a their wits. Naturally I had seeded the Even some of the more exotic single- kender, had the misfortune to bump into a adventure with sand and riverstones, flint, classed bard kits, chanters, elven kender, or even heard of kender has swift- bamboo, vines, and many other resources minstrels, and even jongleurs might have ly discovered there is no more aggravat- including a hidden scroll, a spell carved in trouble. The higher level that these char- ing, though brave and clever, race of one wall, and a second tattooed on a dead acters get to, the harder it will be to find creature in the multiverse. Let’s see some- body. It was a grand time, and amazingly, a teacher. body top that for annoying! half of the party managed to escape and Gray Calhoun went for help for the remaining members, Bryn Mawr PA alive but trapped in the labyrinth. * indicates a product produced by a company other Interestingly, the next day, Lawrence than TSR, Inc. 70 FEBRUARY 1995

One of the foundations of fantasy games for example, has no less than three lost Add an Atlantis and is the legend of lost empires. lands: the Suel Imperium, the Bakluni History has numerous examples of lands Empire, and the Great Kingdom of Aerdy. to your campaign’s that once ruled far and wide, but later fell The DRAGONLANCE® setting of Krynn has into decline and vanished: Troy, Rome, Istar, destroyed by the gods in the Cata- background Babylon, Persia. Fantasy worlds have clysm. The FORGOTTEN REALMS® setting similar legendary empires, and many are is littered with the ruins of empire: by David Howery the source of powerful magic and lost Netheril, Illefarn, Imaskar, and others. Artwork by Bob Klasnich lore. The GREYHAWK® campaign world, The most fascinating legends of lost

72 FEBRUARY 1995 empires from our own tell us of explorers searched for lost lands in the nity. In the pure imagination of fantasy lands that have disappeared beneath the Indian and Pacific oceans. games, however, lost empires are easily ocean: Atlantis, Lemuria, and Mu. Explor- The existence of places such as Atlantis added and discovered. This article ers have sought traces of these lost lands and Mu has been argued for centuries. presents background information on three throughout history. Columbus hoped to Certainly Atlantis features prominently in famous legendary lost lands (Atlantis, find remnants of Atlantis on his first trip many works of fiction, comic books, and Lemuria, and Mu) and describes how to across the Atlantic ocean. Many English B-movies, but to date, no one has proven integrate them into a fantasy campaign and Spanish settlers thought the Native that Atlantis really existed, at least not to world. Americans were Atlantis’ survivors. Other the satisfaction of the scientific commu-

DRAGON 73 Atlantis up Athenian morale at a low point of her and numerous writers of medieval times. No legend of the past has created more history. In more modern times, Ignatius Donnelly, controversy and interest than Atlantis. Plato’s other dialogue, Critias, delves into an Illinois politician during the Civil War, Several authors have tried to prove that Atlantis in much greater detail. Critias published the first logical attempt to prove Atlantis really existed, but to no avail— relates that Atlantis was established by Atlantis really existed, with his book Atlan- books on Atlantis are still usually placed in Poseidon, who divided the land and its tis: The Antediluvian World in 1882. Lewis the “occult” or “speculation” sections of colonies into ten kingdoms with ten kings. Spence, a Scottish author and authority on bookstores. Atlantis was extremely wealthy, with occult subjects, published The History of The roots of Atlantean lore are two mines of gold, silver, and a mysterious Atlantis in 1926. Dozens of other books works of Plato called Timaeus and Critias. metal called orichalcum. The island had have been published about Atlantis since. Timaeus is a dialogue-form manuscript of plentiful timber, fresh water, and abun- One of the latest and best entries in the a conversation between four Greek sages. dant crops. Cattle, horses, and elephants field is Atlantis, the Eighth Continent by Socrates asks Critias to tell a story of an- were common, as were mysterious huge Charles Berlitz (1984). Berlitz postulates an cient days. Critias responds by telling of and voracious carnivores. Extensive canals Atlantis of high civilization existing on a another sage, Solon, who traveled to Egypt and magnificent palaces of marble and large continent in the Atlantic ocean. The and discussed history with a priest of Sais. gold connected and decorated her cities. current Canary and Azores islands are the The priest told Solon about a huge island The Atlantean army was large, much highest of what were once Atlantis’ moun- or continent in the beyond the Pillars larger than any in Europe or Africa, and tains. Atlantis’ colonies included the Amer- of Hercules (Gibraltar). The manuscript the fleet numbered 1,200 warships. The icas, northern Africa, and western Europe. also mentions a mysterious “opposite last part of Critias tells of the decline of Atlantis’ sinking about 12,000 years ago continent” beyond Atlantis, which modern the divine nature of the Atlanteans, and inspired the tales of the Great Flood that scholars interpret as the Americas, al- their fall into debauchery, greed, and exist in nearly every culture. Remnants of though it is amazing that ancient Greeks madness. Zeus calls the gods together to Atlantean culture can be found in mysteri- knew about the New World. Atlantis was a speak with them about Atlantis’ fate—at ous ruins on the Canary Islands, Brazil, great and powerful nation that colonized which point, the Critias ends abruptly. Spain, and the Caribbean. Berlitz also hints much of the Mediterranean world. Their Other sages of ancient times wrote that the Atlanteans had some ultra- empire lasted until the Greeks, led by about Atlantis, but long after Plato. modern technology, such as atomic bombs Athens, defeated the Atlanteans and drove Diodorus Siculus, of Julius Ceasar’s time, and the ability to manipulate the earth’s hem out of Europe. Soon after, Atlantis wrote an epic tale of Atlantis’ war with an natural magnetic fields to move huge sank in a cataclysm of earthquakes and Amazon tribe. Tales of Atlantis, or isles of stones. In spite of Berlitz’s effort, Atlantis floods. Even proponents of Atlantis dismiss a similar nature, were written by Strabo, is still a myth. his story as propaganda, designed to prop Pomponius Mela, Theopompus, Proclus While Atlantis’s existence isn’t proven, many authors have linked several ancient ruins around the Atlantic shores to the legend. The Canary Islands were inhabited by the Gaunches, who were exterminated by the Spanish. Although the Gaunches practiced a bare subsistence agriculture, he islands have ruins of circular buildings hat the Gaunches could not build or re- pair, stone tablets they could not read, and no boats; odd, for an island race. The Portuguese found no natives when they discovered the Azores, but they did find a statue of a mounted warrior on Corvo. Berlitz considers the ancient Spanish city of Tartessos a ruin of Atlantean culture. Lost cities of stone have been reported in several places in the Amazon basin, and ERTS satellites have located pyramids and other structures there, lost cities which no expedition has studied yet. Many propo- nents of Atlantis have pointed out that both the Egyptians and the Mayans built pyramids, which these authors consider an Atlantean trait passed down to both cultures. While there could be better explanations for these ruins, mysteries like these show that we still have much to learn about ancient civilizations, whether they are descended from Atlantis or not. Lemuria This land, by that name, does not have an ancient literary heritage. The name Lemuria was coined by Philip L. Sclater in the 19th century, and given to an imagi- nary land mass in the Indian ocean. The theoretical continent was meant to explain the existence of lemurs—primitive pri- mates that live in areas as separated as Madagascar and Asia—before the theory of continental drift was known. The name known of these legendary lands is Mu, of , linking them with U.F.0.s and occult Lemuria also is mistakenly applied to Hawaiian origin. Many cultures of Oceania topics. Most of this ignores the fact that imaginary sunken continents in the Pacific attribute their learning to strangers from the natives have clear oral records of ocean. Robert E. Howard made this error a land now sunken. Oddly, these strangers erecting the moai as clan boundaries and in his imaginary history of the Hyborian are sometimes said to have had fair skin status symbols. In the process, every tree world, the setting for his stories (in and red hair. Survivors of this sunken land on the island was cut down, which put an which Lemuria was the ancestral home of escaped to carry their knowledge around end to constructing both moai and boats. Mongolian peoples). the Pacific. Still, Easter Island has other mysteries, While Lemuria is a recent invention, While Mu sometimes shows up in fiction such as a massive stone wall and ancient several ancient stories seem to refer to an or speculation, few authors have dealt stone tablets that no one alive can read. ancient civilization on a now-sunken land- with the subject. The most comprehensive The current islanders tell stories of the mass in the Indian ocean. Sumerian epics book is The Lost Continent of Mu by Col. “long ears” who came to the island in the refer to the eastern land of Dilmun. A James Churchward. He claimed to have distant past and dominated the native Persian tale, the Book of Kings, tells of deciphered the mysterious “Naacal Tab- “short ears” for a time. Heyerdal, Kangha, a sunken eastern island. An ob- lets” (which no one else has ever seen), author of Aku Aku, suggests that the long scure ancient Indian text, the Upa- which tell the story of Mu. According to ears were Incas from Peru, while Berlitz Puranas, tells of the legendary Golden Churchward, Mu’s civilization began about thinks that they are the red-haired race of Land, Hiranya-Dwipa, and the history of 80,000 years ago, and had a population of his lost-empire theory. In any case, a lot of its kings. ’s “ of Lemu- 64 million! Mu was the Garden of Eden, undiscovered history remains in Oceania, ria” novels are based on what seems to be and the fount of all historical cultures. Mu and the islanders did develop cultures of the one and only complete English transla- was destroyed and sunk by a massive considerable technology. tion of the Upa-Puranas. cataclysm, which spread survivors and Other modern scholars have also theo- their knowledge around the world. Of Lost empires in fantasy RPGs rized and imagined much about Lemuria. course, this book is pure nonsense. The Vanished empires such as Atlantis are The Secret Doctrine, written by a Theo- end of the book is a diatribe against hu- ideal models for fantasy campaigns. They sophical group in the late 19th century, man evolution, which perhaps shows can be added to a campaign in several decrees that humans originated on Lemu- Churchward’s true reason for wanting to ways: sunken beneath the waves and ria. W. Scott Elliot wrote about both Atlan- establish a “real” Garden of Eden. drowned, sunken but surviving under- tis and Lemuria, creating lots of imaginary Charles Berlitz’s new book, The Dragon’s water, a strong culture on the surface, or history about the peoples who supposedly Triangle, deals with the subject of lost a once-strong but now decadent culture. lived there. The wildest account of Lemu- civilizations in Oceania, much as he did Even better, the legendary lost empires ria comes from the mind of Richard S. with Atlantis. Berlitz digs up some fasci- were the most advanced and powerful Shaver, who wrote a series for AMAZING nating archeological oddities, and he ties cultures on the planet. In addition to un- STORIES® Magazine in the 1940s. Shaver together ancient ruins and native folklore stoppable military might, the empire also wrote about two godlike races, the Titans into his theory of a sunken civilization. had great wealth and magical power. What and Atlans, who built incredible prehistor- Berlitz suggests that a Pacific race of fair- greater temptation does an adventurer ic civilizations but were later forced to skinned, red-haired islanders lived on a need? leave Earth. Humans found some of their now-sunken island that was the center of machines on Lemuria, and tampered with a far-flung ocean empire. The empire Atalya: A lost empire them. Their meddling released weird touched lands as distant as Easter Island, An island empire, Atalya, is described radioactive rays that transformed the New Zealand, Peru, and Ponape. The here as an example of how to present a humans into evil “detrimental ,” or capital island sank about 12,000 years ago, lost land in a fantasy campaign. Atalya has deros (Is there a connection to the AD&D® at the same time as Atlantis, throwing the a history similar to Atlantis: a long history game’s derro, the evil dwarflike race of race across the Pacific as refugees. As with of warfare culminating in a unified em- the Underdark?). Shaver made the deros Atlantis, Berlitz hints that the islanders pire, a strong expansionist phase with into a type of demon or , responsi- had some ultra-modern technology. colonies on bordering continents, a deca- ble for many of the world’s evils. Shaver’s While Berlitz’s theory is probably totally dent phase, and finally, destruction by a stories were popular, and even Raymond wrong, there are some mysterious ruins massive earthquake. The notes below Palmer, then editor of AMAZING STORIES across Oceania. A large ruined city called explain how to include these phases in a Magazine, supported the dero theory. Nan Madol covers 175 acres on the island campaign. The differing phases share Strangely enough, other people wrote to of Ponape. The city was built of massive several points in common. the magazine, claiming to have seen the basalt slabs and features a protective sea Location: Atalya is located far out on deros in caverns. Sadly, Shaver actually wall, a palace, tombs, temples, and dwell- the ocean, between the PCs’ home and believed what he was writing, and contin- ings. The natives of Ponape don‘t live in whatever lies across the ocean. In the ued to write about deros and Lemuria Nan Madol, don’t work stone, and know FORGOTTEN REALMS® campaign, for long after the world lost interest. little of the ancient city. A ruin of pyrami- example, Atalya would lie between Faerun Unlike Atlantis, no ruins are tied to dal pillars still stands on Tinian island; the and Maztica. Lemuria. The lands around the Indian native Chamorros say the pillars were The fleet: Atalya’s fabled fleet not only ocean include some of the oldest civiliza- built by people who came there before vastly outnumbers those of the normal tions known, including those of India and them. A series of hilltop forts still stands campaign area, it is a fleet of superior Arabia. All of the ruins here have been on the island Rapiti, forts which the na- vessels and weapons. Instead of the small firmly slotted into known civilizations; tives don’t use and don’t claim to have cogs, coasters, and galleys of the PCs’ there is no need to link them to Lemuria. built. The Bounty mutineers who settled world, Atalya has massive galleons (use the on Pitcairn island found a huge platform deck plans from the first SPELLJAMMER® Mu with four statues, but no natives. Similar boxed set or “The Lady Rose” adventure The south Pacific is a vast array of is- ruins have been found on several other from DUNGEON® Adventures #34) and lands, coral atolls, and sea mounts, with islands, few of which match up with the clipper ships (from the SPELLJAMMER wide stretches of ocean separating the culture of the native populations. War Captain’s Companion boxed set). large land masses. Often called Oceania, The most famous ruins of the Pacific are Atalyan weapons include Greek fire this area holds many mysteries. Many of those of Easter Island, with its huge stone launchers, catapults, and ballistae. How- the islands’ natives have tales of sunken heads, called moai, at hundreds of sites. A ever, Atalya does not have spelljamming lands that had a high civilization. The best- lot of nonsense has been written about the helms (unless the DM decides they dol.

DRAGON 75 The army: Atalya’s army is very orga- due to the recent wars there. Faerun dits and marauding monsters from the nized and efficient, like the ancient Roman stands armed and ready, but no single mountains are seizing outlying farmland, army, but with medieval weapons. It is a realm has the technology or troops to stop but no one seems to care. In the emperor’s model of discipline. Auxiliary units include Dilmun’s assault. palace, intrigue, deception, and assassina- sappers, engineers, a huge siege train, The first sign of the invasion is the Ata- tion are fine arts. Worst of all the Atalyans elephants, and skirmishers, all backed up lyan fleet anchoring offshore. The fleet have turned away from their gods, in by a system of supply units. makes short work of the small ships of the pursuit of revelry and pleasure. The The people: Atalyans are a race of PCs’ homeland, securing the coastal waters scorned deities are preparing to destroy light skinned, dark-haired humans. Like for the troopships to move in and land the Atalya with a massive earthquake that will humans in other lands, they vary in huge Atalyan legions. The chaotic feudal sink the island to the bottom of the sea. height, weight, alignment, and character armies find it nearly impossible to oppose First, they will send signs of their displeas- class, and they have no racial bias toward the Atalyan legions, but the large, well- ure: plagues, insects, boiling , and a particular size, moral code, or class. All organized oriental armies might fare bet- lightning storms. Because most Atalyans speak the same language. No demihumans, ter. Dilmun will accept nothing less than are blind to such signs, the PCs might be humanoids, or manlike monsters live on colonial overlordship of the PCs’ home- the only ones who notice that something is the home islands. lands; his armies must be totally defeated wrong. However, if the PCs mention it to Character classes: Atalyans have the before he will give up. If the PCs rise to Atalya’s mad emperor, Marat, he is as same classes as other AD&D game set- the occasion, they can prove to the world likely to behead them for treasonous talk tings: warriors, priests, wizards, and that they are the stuff of legends, by op- as listen to them. Unless the PCs take rogues. All subclasses and kits are allowed posing the Atalyan advance. action on their own and turn the history’s per DM approval. Alternatively, the PCs could go to Atalya tide, Atalya is doomed. The land: Atalya is a temperate island, as ambassadors, or accidently discover it slightly colder in the north and warmer in on a sea voyage. Adventures based around Gone but not forgotten the south. A chain of mountains runs the Atalyan homeland in this era will After the cataclysm, Atalya has sunk into down the island’s spine, and all of Atalya is involve court intrigue, diplomacy, and the ocean depths, and only a few of the blessed with fertile soil and tall forests. assassination, rather than open combat. highest mountain peaks remain above The wildlife is pseudo-European, including Atalya is heavily settled, with little wilder- water. However, its influence was not bears, boars, cattle, horses, lions, deer, ness left; one reason for the Atalyan explo- destroyed—Atalya’s legacy of ruins, arti- buffalo, and so on. The islands also harbor rations is that the empire needs more facts, and legends remains. a few tropical creatures: crocodiles, par- farmland to feed its people. Only a few If the DM includes a lost land like Atalya rots, leopards, and herds of elephants. dangerous monsters survive, mainly in the in his campaign, it should clearly be a mountains. The cities are beautiful places, forerunner of the earliest human cultures. Atalya: The barbaric years clean and orderly and made to last. The Ancient ruins of Atalya’s colonial cities lie Before its unification under a single Atalyans build with granite and marble in the most desolate areas: swamps, des- emperor, Atalya resembles the Flanaess or quarried from the hills. Commerce is erts, and jungles. The ruins should differ- Faerun, a divided land of feudal kingdoms. brisk, and travel is swift over sturdy roads ent from the PCs’ culture. For example, Many kings dream of uniting the island and bridges. pyramids or ziggurats in a European cul- continent under their own rule, and wars To the PCs, Atalya may seem like a place ture would stand out as alien, as would of conquest are fought continually. The out of myth, and it could be just that. gothic architecture in Kara-Tur, Zakhara, largest kingdom is Tollan, based in the Columbus sailed to the west in search of or Maztica. The DM can give free reign to port city of that name. The Tollanites hold India, and thought he might find the rem- his imagination when designing Atalyan the eastern third of the island. The culture nants of Atlantis. In the Maztica novel ruins. They may be not only alien in de- is feudal and European. In this time frame, trilogy, Cordell of the Golden Legion sailed sign, but also superior in their construc- PCs who visit Atalya will find a land much west, found Maztica, and brutally con- tion. Atalya’s magic and special materials like their own. For this reason, the barbar- quered it. If Cordell’s ships had found like orichalcum explain the ruins’ extraor- ic years provide the least satisfying sce- Atalya, the general would quickly have dinarily high towers, bridges, and arches. nario to use in an RPG. found himself outmatched. Of course, the ruins may not be totally abandoned. Such places are ideal homes Dilmun and the new empire The decadent age for monsters, including undead Atalyans, In this setting, the island has recently This scenario presents Atalya in decline. ancient Atalyan monsters, and dragons been unified by the king of Tollan, who The overseas colonies have been lost to attracted to the ruins because of the calls himself Dilmun I, Emperor of Atalya. revolt and conquest by outsiders. The wealth they hold. The capital is the city of Tollan. The em- once-orderly army is now no more than a Magic is the greatest legacy of lost Ata- pire is young, vibrant, and eager to ex- handful of bullying legions that deposes lya. Many of the powerful artifacts and pand. The legendary fleet is being built, emperors who cut their pay. The rich relics found in the PCs’ world were made and 500 vessels soon sail to every corner farmlands are failing from overuse. The eons ago in Atalya. Newly-discovered of the ocean. Dilmun has organized the Dilmun line of emperors was usurped spells and magical items (such as those army for tight control; it is organized into centuries ago; many lines have ruled since, presented in DRAGON® Magazine) may be legions, cohorts, and maniples commanded but none for long. The cities and roads are of Atalyan origin. The language of magic by centurions, optios, and tribunes. With slowly crumbling. Only the legendary fleet itself may simply be a corrupted form of no foe left at home, the army turns to remains, 1,500 ships strong, enough to High Atalyan, the tongue spoken at court wars of conquest overseas. discourage would-be invaders. in the golden age. Dilmun has sent his warships out across The PCs could arrive in Atalya as discov- In addition to the colonial ruins, there the ocean, east and west, in search of new ers of a legendary land, as ambassadors, are the ruins of Atalya itself. The conti- lands. What they find depends on the DM: or even as spies sent to learn the secrets of nent was buckled and broken in the cata- it could be a typical feudal land (Oerth, Atalyan shipbuilding. In any event, the PCs clysm, and most of the cities were reduced Faerun, Krynn), an eastern land (Kara-Tur, find a land with all the evils of a stagnant to rubble. By chance, the capital city of Zakhara), or the New World (Maztica). empire: Mad emperors issue bizarre de- Tollan sank on an even keel and went to Whatever the ships find, Dilmun seeks to crees, constant civil wars rage, gladiatorial the bottom intact. The emperor’s palace conquer the PCs’ world. Krynn could be a arenas amuse the masses, dissidents are still stands, but is choked with sand. Many tough target, with its dragon-backed arm- fed to lions, and debauchery is the only sea creatures swim through the ruins; ies, but Oerth would be very vulnerable, constant fashion among the nobility. Ban- sharks, rays, giant octopi and , dol- 76 FEBRUARY 1995 phins, and lacedons. Intelligent sea races agency preserved the city as it sunk. The The fate of Atalya’s remnants is in the occupy much of the ruins, including mer- savior may be high sorcery, technology, or hands of the heroes. If the PCs intervene men, sahuagin, kraken, sea elves, and the pity of a deity. In any event, an enve- and drive off the sahuagin, the Atalyans skrags. These creatures war with each in lope of air around the city preserves the may gain enough time to recover their the streets where Atalyan legions once inhabitants, and the inhabitants them- strength and even return to the surface marched. Powerful PCs can explore sunk- selves may have adapted to an amphibian world. If the PCs simply take what trea- en Atalya, but the problems of air and the existence, becoming selkies or air- sures they can, the Atalyans surely will be crushing depths of the sea are difficult to breathing sea elves. Still, the empire is overwhelmed. A cruel DM might even overcome. It is worth the effort, because gone. For generations, the people of the decide that the Atalyans’ treasures have Atalya’s legendary wealth was submerged city have struggled to survive, growing long since been carried off by the prince with her people. [Editor’s Note: For more small gardens and taking fish from the of the sahuagin, and now rest deep in the on undersea campaigns, see DRAGON® sea. The wealth and splendor of the city ocean trenches. issue #190’s article, “Deep Beneath the are only fading decorations now, because Waves” and issue #165’s article, “Undersea there is no commerce. Most of the legend- Conclusion Priests.” Both contain much helpful infor- ary technology is gone, either destroyed in A lost land like Atlantis, Lemuria, or Mu mation on running fantasy campaigns set the cataclysm or forgotten from disuse. adds good background details to a game beneath the water’s surface. —Dale] As in the previous scenario, Atalya re- world, and it helps the DM link adventures The descendants of a few Atalyan refu- mains a legend in the surface world. The through , rumors, ruins, and trea- gees still live on the islands that once were PCs could be led to the undersea kingdom sure caches. Oddly enough, empires that her mountain peaks. They have regressed by stories of the lost land and its sunken are lost or vanished become the most to a savage culture, surrounded by colos- wealth. Even if the PCs gather the magic enduring of legends, both in fantasy and sal ruins of marble and granite they do not and lost lore they need to survive the reality. understand. The savages avoid the ruins depths and find the sunken city, they will and the advanced tools found within. Like find themselves among people who strug- Bibliography the rest of the world, they have ancient gle daily just to eat. They also may be Berlitz, Charles. Atlantis, The Eighth Conti- legends of Atalya, but nothing else re- caught in the middle of an ongoing war nent, Ballantine Books, 1984. mains of the legendary empire. between the Atalyans and the sahuagin. Berlitz, Charles. The Dragon’s Triangle, The fishmen have the advantage of num- Ballantine Books, 1989. The undersea kingdom bers, but the Atalyans fight with the Donnelly, Ignatius. Atlantis: The Antedilu- Instead of destroying the empire utterly, strength of desperation. If the sahuagin vian World, Gramercy Publishing Co., the DM may choose to have the remnants can collapse the air envelope around Tol- 1949. of the lost empire survive underwater. In lan, they can move in and loot the city. Spence, Lewis. The History of Atlantis, Bell this scenario, Atalya is still a drowned The Atalyans are a heartbeat away from Publishing Co., 1926. ruin, except for the city of Tollan. Some extinction, the last of a legendary empire.

DRAGON 77 by Skip Williams

If you have any questions on the games the container holding the potion is anytime a thief makes an attack from produced by TSR, Inc., “Sage Advice” will smashed or lost before the user can drink behind against an opponent who is un- answer them. In the United States and it. Drinking a potion has an initiative modi- aware of the thief and has no compelling Canada, write to: Sage Advice, DRAGON® fier of +1, but there is an additional modi- reason to suspect a rear attack. In such Magazine, 201 Sheridan Springs Rd., Lake fier of 1d4+1 until the potion actually cases, I still recommend a normal surprise Geneva WI 53147, U.S.A. In Europe, write takes effect. Note that the +4 modifier roll. If the victim is surprised, the thief to: Sage Advice, DRAGON Magazine, TSR listed on table 41 in the DMG is just an gets two attacks before there is an initia- Ltd., 120 Church End, Cherry Hinton, average figure. tive roll. The thief’s first attack gains the Cambridge CB1 3LB, United Kingdom. We backstab bonuses and the second attack is are no longer able to make personal re- Where is the information on align- a normal rear attack. If the surprise roll plies; please send no SASEs with your ment tongues in the current edi- fails, the thief is assumed to win initiative questions (SASEs are being returned with tions of the Player’s Handbook and and gets the backstab bonuses for the first writer’s guidelines for the magazine). ® Guide? attack and the victim and turn around and This month, the sage examines a few Alignment languages are not part of the return the attack if she survives. particulars about the AD&D® 2nd Edition AD&D® 2nd Edition game. game, including initiative rules, backstabs, The third-level priest spell protec- and spells. The sage also fields more Would a thief’s backstabbing at- tion from fire negates 12 points of SPELLFIRE™ game questions. tack always qualify as an ambush as fire damage per caster level if the defined on page 111 of the Player’s caster uses it on himself. If an in- Why do innate abilities have initia- Handbook? What about surprise? coming fire attack allows a saving tive modifiers (+3 according to page Would the thief automatically gain throw for half damage, does the 55 of the DMG) when innate abilities surprise if she wasn’t seen and character get to attempt a saving are not like spells and do not re- made a successful move silently throw to reduce the damage sub- quire casting times (DMG, page 64)? roll? tracted from the spell’s total? What Can an innate ability be disrupted as The penalties for being ambushed (no if the character also is wearing a a spell can? chance for a return attack and roll for ring of fire resistance? What of the Although an innate ability requires only surprise to see if the ambusher gets a caster also has magic resistance? a brief mental command from the user, another free round of attacks with sur- A protection from fire spell negates fire they don’t take effect instantaneously prise) do not always apply to the victim of damage that the protected creature actu- when triggered. It often is possible for an a thief’s backstab attack. To qualify as an ally suffers. If the character can avoid opponent to complete an action before an ambush, the ambusher must be aware of damage altogether courtesy of a magic innate power comes into play. An innate her victim and prepare her attack ahead resistance roll, then no damage is subtract- power, however, does not require a casting of time. In addition, the target must be ed from the spell’s total. If the actual dam- time and cannot be disrupted as a spell unable to detect the foe prior to the at- age inflicted is reduced due to a successful can be. tack. For example, a thief who hears a saving throw or a protective device, then monster approaching, successfully hides in only the reduced damage is subtracted Magical devices such as rods, shadows until the monster passes, then from the spell’s total. staves, and wands have initiative successfully moves silently and closes to modifiers of up to +3; can they be the attack probably deserves to be cred- Does a symbol spell fade after disrupted as spells can? What about ited with an ambush. On the other hand, a taking effect or does it remain and rings and potions? thief who turns a corner and finds herself possibly affect several creatures? If your game is not using the optional facing an opponent’s unguarded back A wizard’s symbol spell remains until command word rule (see DMG, page 156) should be allowed to make a backstab triggered, then fades. It is entirely possible rod, staff, or use cannot be disrupt- attack, but cannot stage an ambush. for entire groups of creatures to be affect- ed, although the initiative modifier still Technically, a thief must surprise an ed by a symbol however; as several crea- applies. If you are using the command opponent before she can claim any back- tures might read or otherwise trigger it word rule, I recommend that you allow stab bonuses (see PHB, page 40); that is, simultaneously. the process of activating any of these the backstab requires surprise, it does not A priest’s symbol spell lasts for one turn devices to be disrupted, but the DM must guarantee it. Note that an unseen thief per level of the caster and can affect any make the final decision. who makes a successful move silently roll number of creatures who are exposed to it Rings (and miscellaneous magical items) has an extra chance to achieve surprise, within that time. generally do not require command words see DMG, table 57, page 102; the target and they usually work just like innate should suffer a -2 penalty for the thief’s Because there is a second-level abilities. That is, all they require is a men- silent movement and very likely an addi- priest spell detect charm, I think tal command which cannot be disrupted, tional -2 for not seeing the thief lurking that a detect magic spell, which is though there is an initiative modifier. behind. first level for wizards and priests, A potion cannot be disrupted once im- In any case, most DMs I know dispense cannot detect spells such as charm bibed. However, the DM might decide that with the surprise roll and allow a backstab person. Am I right?

78 FEBRUARY 1995 I don’t know. If you’re the DM, you’re Detect charm exists as a separate spell What kinds of magic can a rod of right. for two reasons. First, it allows priests to cancellation actually destroy? The On the other hand, detect magic reveals identify magical charms when they find item description seems to imply that magical emanations within the area of them; something that their version of the rod only works on magical effect. Now, I don’t find anything in the detect magic cannot do. Second, it allows a items, but there are some spell ef- charm person, charm person or mammal, magical charm to be identified exactly, fects, such as walls of force whose suggestion, mass charm, fire charm, or right down to the specific type—it can descriptions say that the rod de- charm monster spell descriptions implying distinguish a charm person effect from a stroys them. that any of these spells do not produce rod of beguiling effect even when there A rod of cancellation can drain any magical emanations just like any other are several different types of magic affect- magical item according to the rules given spell does. ing the creature being examined; some- in its description (DMG page 152), and Let’s pause for a moment, however, and thing that not even the wizard’s version of some spell effects. If a spell is subject to examine what detect magic can and can- detect magic can do. Note, however, that if cancellation, its description will say so. not do. Detect magic can detect magical the creature being examined has been Some DMs I know also allow rods of emanations from a charmed creature. If a subjected to several different charm ef- cancellation to drain spell effects that can priest casts the spell, all it reveals is the fects all at once not even detect charm can be touched and that operate continuously. approximate strength magic, weak to distinguish between them. Such effects include the various wall and overwhelming; the priest who cast the Bigby’s hand spells, prismatic sphere (one spell learns nothing else. If a wizard casts How many missiles can a charac- layer only), and unseen servant, but not the detect magic spell, there is a 10% ter wearing gloves of missile snar- spells that summon creatures or animate chance per caster level of identifying the ing catch in a single round? Is the plants or objects. If you use this variant, exact type of magic; in this case, number reduced if the characters you’ll have to decide what can be canceled Enchantment/Charm magic, not charm wears only one glove? on a case-by-case basis. person or any other specific effect. Note Generally speaking, a character must that this kind of accuracy is not always wear both items in a pair of magical items How is a wand of negation sup- possible. The percentile roll to determine before getting any benefit. One cannot, for posed to work? Does it act like a the type of magic can fail and the DM can example, wear one boor of speed and dispel magic spell, negating effects rule that there are so many conflicting expect to go hopping off at a brisk pace. A that already are in place, or does it types of magic present that no one of character wearing gloves of missile snar- prevent the target device from them can be singled out. This might very ing can grab one or two missiles each working in the future? If the latter well be the case if the charmed character round. To grab two missiles, both hands is true, how long does the negation also is carrying several magical items, has must be free, that is, not holding weapons, last? The wand is supposed to be consumed a potion, and has also has re- shields, or other equipment. 100% effective against other wands, ceived some other type of spell. but only 75% effective against other

DRAGON 79 devices. Is a spell a device? What could use either set of statistics, it all de- champion, further offensive spells cannot about wands with multiple func- pends on where the character grips the affect that champion. tions; is a wand of negation 100% sword. Note that the sword has a slower effective against the wand’s primary speed factor when used two-handed. How does the Ghost Ship function (or the first one targeted) DMs who don’t care for this idea should (RAVENLOFT® set, #73) work? If I and only 75% effective against other feel free to treat a bastard sword used attack the front realm in an oppos- functions? What is a spell-like two-handed as a large weapon. The sword ing formation and the defender plac- effect? doesn’t actually get any bigger when used es a champion to defend the realm, A wand of negation prevents wands and with two hands, but the wielder is employ- can I attach the Ghost Ship to my other magical devices from producing ing more of the sword’s overall length and champion and switch the attack to spells or spell-like effects during the round mass. (See “Sage Advice” in DRAGOX issue another realm? If so, can the defend- in which the wand of negation is used. It #213 for more on gnomes using bastard ing champion follow the ghost ship does not affect spells in any way. A wand swords.) or does the defender have to use a of negation does not affect spells or spell- different champion? If the defender like effects that are already up and run- SPELLFIRE™ game questions must use a different champion, does ning, so the wielder must win initiative to What does “immediately” mean in the original champion go back into be effective. The negation lasts one round the context of the game? For exam- the pool? and effects wands 100% of the time, even ple, the Intellect Devourer (#86) The Ghost Ship allows a player to switch multi-function wands. A wand of negation immediately destroys an opposing his attack to another realm when it is also effects (75% of the time) any non- champion of level 5 or less. Is the played. When the attackers leave on the artifact magical device that produces spells champion’s level checked at the ship, the defending champion returns to or spell-like effects including rods, staves, instant the card is played or does the pool and any allies or spells played rings, unusual weapons, and miscellane- the opposing play have a chance to during the round are discarded. The de- ous magical items. play a card or two to increase the fender must choose a different champion A spell-like effect is anything that the champion’s level? to defend the new realm. The attacker can user can invoke at his own discretion. Immediately means that the card takes switch realms only once. If the attacker Effects that operate continuously are not effect the instant it is played, before the does not choose to switch realms when spell-like effects. For example, the defen- other player involved does anything. Note the ghost ship is first played, he cannot sive bonuses provided by rings of protec- that the champion in your example gets switch realms later in the round. tion, bracers of defense, or magical armor the benefits of any already attached cards are not spell-like functions. The attack and when determining his level. Can a Dispel Magic (#346) spell be damage bonuses from a magical sword are dispelled itself? Can a spell that has not spell-like, but any extra, non-combat When an attacker wins a round of been turned with Spell Turning powers that the sword has, such as flight battle and proceeds to another (#398) be turned or dispelled? Can a or trap detection, are. round, he has to use a different Spell Turning be dispelled? Who champion. What happens if the bat- picks the target of spell once it has In the original Player’s Handbook, tle lasts more than two rounds? been turned? there is a +4 bonus for attacking When a champion has been used Dispel magic and Spell Turning are two motionless opponents, but the mod- once in a battle can he attack again, cards that cannot be dispelled with either ifier is not included in the current that is, as often as every other of the two Dispel Magic cards (card #358 PHB. Under what circumstances round, or is the champion forbidden is the cleric’s version of the spell). My does the modifier apply? For in- to attack until a new battle begins? colleagues at TSR haven’t quite gotten stance, does it apply when attacking Most champions can be used only once around to explaining exactly why this is a sentry standing at his post? Why per battle, no matter how many rounds so, but that’s the way it is. has the modifier been dropped from the battle lasts. There are, however, some Though Spell Turning can’t be dispelled the current rules? champions that can be used to attack or itself, any turned spell is subject to turning The +4 modifier applies when the oppo- defend more than once, this special ability or dispelling, just as if it had been used nent is incapable of moving or capable of is always listed on the champion’s card if it offensively in the first place. A turned only very limited movement, see the origi- exists. spell is always directed at the card that nal DUNGEON MASTER Guide, page 70. originally cast the spell. If the card is im- The unmoving sentry in your example When a card is played during a mune to the spell or the spell just isn’t could be attacked with a +2 modifier for round of battle, does it affect cards applicable (a spell-casting realm subjected a rear attack (if the attacker were behind played previously in the round? For to a spell that only affects allies or champi- the sentry), but not the +4 for being example, if one player has played ons, for example) there is no effect. Note motionless (because he is capable of mov- three ally cards, what happens if the that some spells can affect more than one ing freely). If the sentry were asleep at his other opponent plays the Net of card. In these cases, the player whose post, however, the +4 modifier would Entrapment (#217), which prevents spell was turned suffers the full effect. For apply. The current rules still contain the allies from being played? Are all the example, Sunray (#362) destroys all un- +4 modifier (see PHB, page 90), but the first player’s allies discarded? What dead in the opposing pool; if this spell is term “motionless” has been dropped to about the Orb of Power (#3l0), turned, all undead in the original caster’s help avoid confusion. which negates offensive spells; does pool are discarded even if the card that the Orb negate spells already in cast the spell is not affected itself. Page 73 if the Player’s Handbook play? says creatures can use weapons one Generally, a card affects previously size larger than themselves if they played cards. The Net of Entrapment Having a convention? use two hands. What happens when causes allies already in play to be discard- a gnome uses two hands to wield a ed and prevents the opponent from play- If you’re having a gaming convention, bastard sword? Does the gnome use ing any more allies. The Orb of Power, why not tell the world about it? Check the two-handed statistics or the one- however, cannot negate spells already in our address in this issue’s “Convention handed statistics? play, the spells are assumed to take effect Calendar” and send your announce- A bastard sword is a size M weapon no when played and are beyond the Orb’s ment to us—free of charge! matter how it is wielded. So, your gnome power. Once the Orb is attached to a 80 FEBRUARY 1995

I live for the look of terror on my oppo- tached to him, Amarill may be defeated, Crushing Fist (344) wizard spell, Lightning nent’s face. Seeing his crestfallen expres- but comes back after a turn. When a Bolt (332) wizard spell, Orb of Power (310) sion when I play that Loup-Garou ally or player is attacked, he can defend with magical item, Captain Kazhal (299), Sky attach Johydee’s Mask to Hettman Tsurin Amarill and intentionally lose. Amarill goes Singers (278) event, Fast Talking! (210) is just a bit thrilling. I’m not a cruel or away for a turn and the player can re- event, Antimagic Barrier (68, heartless person. In fact, most of my trieve a champion from his discard pile. DRAGONLANCE card) wizard spell, Wand friends would describe me as the opposite. The attacking champion is spent and can- of Telekinesis (63, DRAGONLANCE card) But something comes over me when I play not be used again in this battle. You can magical item, Irongnome (57, the SPELLFIRETM card game. retrieve champions from your discard pile DRAGONLANCE card) magical item, In fact, I’m not trying to break the other over and over! Amarill is an uncommon Harkon Lukas (87, RAVENLOFT set) mon- guy’s . Trumping him is just a demon- card, but the Labyrinth Map of Shuc is ster, Adam (83, RAVENLOFT set) monster, stration of skill. That’s the real jolt, showing extremely rare. It is only found in the 2nd Flesh Golem (73, RAVENLOFT set) ally, that I am good at the game. Unfortunately, I edition printing, which comes in a blue Knights of the Rose (6, DRAGONLANCE am on the receiving end of such tricks as box. chase cards) hero, Gib Evets (11, 1st edi- often as not. Sigh. To beat the everpresent Amarill, you tion chase cards) monster, Gib Htimsen Let me tell you some of the tricks I have have to get rid of his artifact. Fast Talking! (13, 1st edition chase cards) monster, Alicia suffered from recently. Each is named (210) and Ancient Curse (399) are about (18, 1st edition chase cards) wizard. after the person I know that first used it. I the only cards that do this. However, there As a side note, the Magical Champion have tried to research all possible card is a sneakier way to defeat him. For the (402) magical item can make the Loup- combinations and counters quite thor- turn that Amarill is out of play, another Garou into a champion. A frightening oughly. The number for each card appears player can lay down Amarill into his pool. thought indeed! However, the Loup-Garou in parentheses after its name. Under the Rule of the Cosmos, Amarill is defeated instantly if the Magical Champi- cannot return to the original player’s pool on is discarded. Many of the cards listed Winter’s flyers/No flyers: Several and must now be discarded. above can do just that. FORGOTTEN REALMS® realm cards pre- If the Ego Coin (419) magical item is vent flyers from attacking them. They are attached to a champion, it can carry any Danovich’s double trouble: The key Menzoberranzan (2), Pirate Isles (10), The number of artifacts from any world. It to this trick is getting champions into the Great Rift (12), and Evermeet (29). By would allow the Map of Shuc to be at- player’s pool that automatically defeat attaching the Border Forts (198) holding to tached to other champions as well. The certain types of attacking champions. one of these cards, the realm becomes Ego Coin is just as rare as the Labyrinth Done right, no matter what type of cham- almost invincible. Border Forts requires Map of Shuc. My hat is off to anyone able pion the attacker puts forward, the de- that the attacking champion be a flyer. to collect them both. fender can choose the champion that will Any champion attacking the realm must The Ego Coin and Labyrinth Map with automatically defeat him. be a flyer, but cannot be a flyer! Lots of Iuz the Evil (167) is very deadly. Iuz can The best combination to date is the realms force an attacker to be a flyer, but raze any other player’s realm if he is de- Lovely Colleen (22, 1st edition chase no other world has a holding that excludes feated. With the Map attached to him, a cards), which automatically defeats mon- flyers. defending player can intentionally lose sters, and the Living Scroll (408), which The only way to break this combination with Iuz, raze a realm, and still have Iuz automatically defeats clerics and heroes. is to eliminate the holding, or negate the around to do it again. Fortunately for most players, both of these power of either the realm or holding. A Any card that can eliminate the Ego Coin cards are extremely rare. Using cards that Cataclysm! (99) event, Siege! (203 & 150) will ruin the entire setup. For example, can negate wizard spells, such as the Tan- event, Iuz the Evil (167) champion, and Midnight (46) would cause lots of prob- tras (32) holding, just make it tougher on Disintegrate (393) wizard spell can destroy lems, as would the Fast Talking! (210) the poor attacker. the realm. Anavias (262) the DARK SUN® event card. Similar effects can be obtained with the hero negates a holding’s power. The Heartwood Spear (318) artifact and the Ankhtepot (84, RAVENLOFT® set) monster Peek’s Loup-Garou two-step: This Living Scroll. The Heartwood Spear auto- ignores holdings. The Crown of Souls (67, ally states “opposing champion is automati- matically defeats monsters. The Heartwood RAVENLOFT set) artifact ignores a realm’s cally defeated unless he has or can play a Spear is a common card, but you need a power. The Crime Lord (55) FR hero and magical item.” If the Loup-Garou (79, DARK SUN champion to attach it to. Kapak Draconians (49, DRAGONLANCE® RAVENLOFT set) is played with a card that Defeating this combination is tough. You set) ally can destroy a holding. The Silver does not allow the opponent to play magical either must use wizards to attack the Spring (244) holding razes an opponent’s items, it is an automatic victory. Fortu- realm, or eliminate one of the two champi- realm. ’s Helmet of Power (18, nately, there are no cards (yet) that do this. ons from your opponent’s pool before DRAGONLANCE set chase cards) magical A lesser technique, but still deadly, is to combat. Such spells as Fear (348), Geas item will eliminate the realm’s immunity. play the Loup-Garou with a card that (394), Banishment (395), Death Spell (392), Many of these cards are quite rare. Your destroys magical items or is immune to Bribery (204), Treasure (312), Takhisis’s best bet is to use a Cataclysm!, Siege!, or them. The magical item still can be played, Mirror of Life Trapping (14, Crime Lord, all of which are easier to find. thereby satisfying the Loup-Garou, but it is DRAGONLANCE chase cards), and Takhi- either discarded or ineffective. Generally sis’s Abyssal Gateway (13, DRAGONLANCE Nesmith’s everpresent Amarill: The speaking, the player should play the other chase cards) can do this. Labyrinth Map of Shut (410) artifact pre- card, eliminating existing magical items, The most dangerous addition to this vents the champion from being discarded if then the Loup-Garou. Cards that eliminate nasty trick is to lead with the Slave Realm it is defeated. Instead the champion, along all magical items in play are italicized in of Tunek (405). No cleric or wizard can with all his magical items, is merely out of the list below. The rest just provide immu- attack this realm. With Colleen and the play for a turn. This is a wonderful artifact nity or some other lesser defense. Mid- Living Scroll in the pool, effectively no for any champion. However, for a select night and the Flesh Golem are considered champion can attack you. The Slave Realm few it provides some nasty surprises. to be the best choices. of Tunek, unfortunately, is one of the If Amarill (77) the cleric is defeated, Qualifying cards: Icewind Dale (20) rarest cards in the SPELLFIRE game. another champion in the player’s discard realm, Midnight Goddess of Magic (46), pile is returned to his hand. Notice that Giant Skeleton (192) ally, Kiara (171) hero, Ward’s Cataclysm: The Cataclysm! (99) this happens when Amarill is defeated, not Codex of the Infinite Planes (152) artifact, event card can earn you a spoils of victory when he is discarded. With the Map at- Wind of Disenchantment (377) event, card. Attack a realm, wait until your oppo-

DRAGON 83 nent selects a champion, then play . However, the best way around can raze two of your opponent’s realms if Cataclysm! event on that realm. Any inter- this combination is not to attack. Use the he razes Nibenay! action between the champion’s powers Cataclysm! (99) event, Siege (150 & 203) One of the best uses for Nibenay is to let must be resolved before the Cataclysm! event, and Disintegrate (393) wizard spell it be razed once in an attack. This negates event is considered. The realm is de- to destroy and raze realms. one of your opponent’s champions at no stroyed, unless the opponent plays a Calm cost to yourself. If Silver Springs is at- (400) event or Delsenora (10, 1st edition The catch-22 champion: Nobody has tached, when you let your opponent raze chase cards), and the battle is over. Ac- actually played this on me yet, so it isn’t Nibenay the first time, you get to raze one cording to the rules, the attacker is now dedicated to anyone. The Lovely Colleen of his realms. You can then go on to win a entitled to spoils of victory. Similar tactics (22, 1st edition chase cards) and Edormira, later round of combat and draw spoils of can be used with the Siege (150 & 203) Red Dragon (2, 1st edition chase cards) victory. event, if your own first realm is already both can automatically defeat monster The only way to avoid being punished razed or discarded. champions, although Edormira’s power by this combination is to eliminate the works only when attacking. The Skull of realm or holding without attacking it. A Beach’s unstoppable monster: A Fistandantilus (10, DRAGONLANCE chase Cataclysm! (99) event, Siege! (203 & 150) second tactic for making a champion invin- cards) artifact only allows wizards or event, and Disintegrate (393) wizard spell cible is to make it immune to as many monsters to defend against it. If the Ego can destroy the realm. Anavias (262) the different types of supporting cards as Coin (419) is used to get the two together, hero negates a holding’s power. The possible. The best example of this is the only a wizard can be put up in defense. Ankhtepot (84, RAVENLOFT set) monster Gib Htimsen (13, 1st edition chase cards) This is an unlikely combination since all of ignores holdings, but since the holding monster with the Net of Entrapment (217). these cards are extremely rare. Any card isn’t affecting Ankhtepot, Silver Springs Gib Htimsen is immune to spells, magical that can eliminate the Ego Coin will ruin isn’t stopped. The Crown of Souls (67, items, artifacts and events. The Net of the entire setup. For example, Midnight RAVENLOFT set) artifact ignores a realm’s Entrapment prevents an opponent from (46) would cause problems, as would the power, but Silver Springs will still raze one using allies. Not much left but defensive Fast Talking! (210) event card. realm. The Crime Lord (55) hero and spells and magical items! Kapak Draconians (49, DRAGONLANCE) Another example of this is the Tembo Gross’ march of the undead: The ally can destroy a holding. Mogadisho’s (310) monster, which prevents the oppo- Sea Barons (133) realm gains the power of Horde (251) ally forces your opponent to nent from using allies, with the Orb of whatever holding is attached to the Great discard his holdings. Many of these cards Power (310). The Orb of Power makes the Kingdom (123). In most cases nothing are quite rare. Your best bet is to use a champion immune to offensive spells and special happens. However, the Arms of the Cataclysm!, Siege!, or Crime Lord, all of magical items. Just about any champion Great Kingdom (145) holding doubles the which are easier to find. with the Net of Entrapment and the Orb level of all of your undead allies, even if of Power can do the same thing. But that they aren’t being used to defend it. If this I’m sure there are many other nasty takes two cards on the champion instead holding is attached to the Great Kingdom, card combinations in the SPELLFIRE of just one. Dagaronzie the Green Dragon it is effectively also attached to the Sea cards—these are just the ones I have (6, 1st edition chase cards) with the Orb is Barons. This means that all undead allies found. I would love to hear from anyone pretty tough. Dagaronzie can force your have their level quadrupled! who has discovered other combinations. opponent to discard up to two allies. At- This combination is easily defeated. Keep in mind that nasty tricks can be used taching the Orb and the Net to the Tithian Razing or destroying one of the realms or by nice players. Remember, it’s only a (301) hero, who automatically razes a the holding will do it. Unfortunately, un- game. If you get nailed by a clever combi- realm if victorious, also creates a vicious dead are vulnerable to many different nation of cards, laugh and congratulate combination. cards. Quadrupled level doesn’t help much your opponent. If you stick it to the other None of these is as powerful as the Gib if the undead champions or allies are guy, don’t be mean spirited. Play the game Htimsen combination. However, the Net of discarded or automatically defeated. Water for fun, not to humiliate the person on the Entrapment and Tembo are uncommon Hunters (276), Protection (360), Sunray other side of the table. cards, the Orb of Power is a common (362), Holy Word (365), Invisibility to Un- card, and Tithian is a rare card. Gib Htim- dead (370), The Avatar (20, 1st edition sen and Dagaronzie are extremely rare chase cards), Andra the Wise (24, 1st edi- cards. tion chase cards), Turn Undead (41, RAVENLOFT set), and Holy Symbol of Melka’s eternal dragons: The Night Ravenkind (68, RAVENLOFT set), Takhisis’s of the Eye (42, DRAGONLANCE) rule card Mirror of Underworld Minions (15, allows up to three DRAGONLANCE event DRAGONLANCE chase cards), and Blessing cards to remain in effect at the same time. of the Gods (20, DRAGONLANCE chase For most of the DRAGONLANCE events, cards) all destroy or prevent the use of this is no big deal. However, with the undead. The Selune (39) holding prevents Bronze Dragons (97, DRAGONLANCE) that one realm from attack by the undead. event it is a big deal. Bronze Dragons prevents anyone from attacking you until Beach’s ultimate punisher: The your next turn. With the rule card, you Nibenay (226) realm must be razed twice become immune to attacks! You can just sit before it is flipped over. This means that back and play your realms out each turn technically it can be razed once, but retain with no fear of being attacked. Unfortu- its holding. On the second razing, it is nately both of these cards are rare. flipped over and any holding attached to it There are only a few ways to stop this is discarded. For most holdings, this combination. Anyone who plays another doesn’t make much of a difference. How- rule card will stop it. Desenora (10, 1st ever, for Silver Springs (244) it makes a big edition chase cards) or a Calm (400) event difference. Silver Springs states that when card will allow that player to attack. Play- the attached realm is razed, one of the ing enough other DRAGONLANCE event opponent’s realms is also razed. When cards eventually gets rid of the Bronze Silver Springs is attached to Nibenay, you

84 FEBRUARY 1995 DRAGON 85

by Johnathan M. Richards

Artwork by Scott Rosema

The two men traipsed through the for- shadows and mystery. “Quietly now, un- “How much time do we have?“ est, a study in contrasts. The older man, pack the gear.” “Better part of an hour, I’d say. Owlbears Griff, had the weather-worn skin of a man Colin set down his walking stick, lower- like to sleep ‘til noon or thereabouts. Part who had spent his life exposed to the ing his pack to the ground. Opening it, he of their mixed-up heritage.” elements. Gray was starting to show at his pulled out a large earthenware jar of “Why don’t we just go in there, then? temples, yet he strode forward with a honey. Prying off the sealed lid with his Kill it while it sleeps?” confident air, barely feeling the weight of knife, he left it in the middle of the clear- Griff just chuckled. “Kid, you want to the heavy crossbow he carried over his ing, not 20’ from the mouth of the cave. live as long as me, you gotta learn not to shoulder or the sword belted at his hip. Then he backed his way to where Griff take chances. Up here, we’re safe. Colin, on the other hand, was a young lad, stood, at the base of a huge oak, his eyes Owlbear can’t reach us, but this,” hefting cursed with a baby face and insatiable never leaving the cave for fear that if he the crossbow, “this lets us reach him.“² curiosity. He struggled to keep up the pace did, he would be taken unawares by the “And we’re using honey as bait? I set by Griff, weighted down by the large beast that dwelled inside. thought owlbears were strictly carnivo- pack on his back, nearly tripping over the “Hold this,” commanded Griff, passing rous. Their heads are all owl, according to walking stick he carried with every step. Colin his crossbow. Dutifully, Colin held the illustrations I’ve seen.” They were nearing their prey, an the weapon, impressed by its weight. “Yeah, and their bottoms are all bear, but owlbear that had taken up residence in Someday, he thought, I’ll wield a weapon they still lay eggs. Just trust me on this, the Spinewood Forest and had taken to like this, and be a fighter like Griff. He there’s enough bear in an owlbear that it attacking travelers on the King’s Road. often entertained such thoughts, but deep can’t pass up honey.“³ “We’re getting near,” Griff said. “Take a down, doubted that they would ever be The two were silent for a while, as Griff look at that.” more than dreams. His gawky, spindly readied his crossbow for firing. He had a Colin looked at what the older man was frame seemed more suited to the life of a perfect vantage of the honey jar from his indicating, a tree whose bark had literally sage or wizard, and his insatiable hunger perch in the oak, and yet was reasonably been shredded in parallel grooves, verti- for reading had given him the nickname sure that he wouldn’t be noticed by the cally.1 He stood staring at it for a while, “Bookhead.” owlbear, even taking its superior senses marveling at the strength of a creature Suddenly realizing he had been day- into account.4 able to dig an inch into a tree with one dreaming again, Colin snapped out of it to The minutes passed, and neither re- swipe of its paw, then hurried to catch up see Griff on a branch above him, reaching sumed their whispered conversation, not to Griff, who had started off again. down for his weapon. Colin passed it up. wanting to take the chance of being over- After a few minutes’ travel, Griff “Leave the stick, and climb on up here,” heard by a creature that could hear a stopped, pointing ahead. “There,” he said the older man whispered. Colin leaned his mouse rustle in the grass across a field. in a whisper. A cave was visible in the walking stick on the far side of the oak, And finally, their patience was rewarded. clearing ahead,, its dark interior cloaked in and clambered up next to his mentor. The creature shuffled out of the cave,

DRAGON 87 reared up on its hind legs, and stretched. no, the beast was dead, no doubt about it. like a spear, managing to do little damage, Colin was overcome with awe at the mas- The ear-splitting call was coming from but at least drawing the beast’s attention sive beast. Seeing it in person was so much behind them, from the cave mouth. As the away from Griff as he scrambled back up greater than studying the inked sketches two looked on with growing horror, an- to his feet. that were available in the Scribe’s Library. other owlbear shambled forth on its hind Colin was tiring rapidly. He sensed there The creature stood a full 8’ tall, the brown legs, then dropped on all fours and was little hope that the two of them could feathers of its owlish head merging seam- charged. overcome the owlbear; it seemed to sense lessly into the fur of its body, somewhere “Run!” cried Griff, as he grabbed up his their every move, and knew that the great- past its shoulders and back. The owlbear crossbow and hurried to load it. Colin was est weapon it faced was the sword, for it looked around, and Colin noticed that it back at the oak and about to scurry up it turned its attention to Griff every time he did so by turning its head instead of mov- into safety, when concern for his mentor approached. The older fighter was weary ing its eyes.5 made him look back. There was a twang as well, and it was only a matter of time Colin held his breath, afraid of being from the weapon, and Colin grimaced before one or both of them went down. If heard up in the tree, but he apparently when he saw the bolt fly past the head of I could only keep its attention, Colin avoided the owlbear’s notice, for it the enraged beast. Then the owlbear was thought. dropped back down on all fours and ap- upon Griff, sending the man and the cross- And then an idea sprang to his head. proached the honey. Soon, it was lapping bow flying off in different directions with Before he had time to think too much intently at the jar, seemingly oblivious to one swipe of its paw.8 about it, he held his walking stick horizon- all else. Griff took aim, drew a short Colin stood transfixed by the scene tally out in front of him, and charged the breath, and let out with a quiet “hoot.” before him. Griff lay on the ground, obvi- owlbear. Immediately, the owlbear reared up, and ously stunned, and the owlbear loomed The beast reared up, but Colin dodged Griff tightened his finger on the trigger. above him, rearing up, blood dripping between the raised and pressed There was the quick twang of the cross- from one set of claws. Colin could run, himself against the owlbear’s chest, forc- bow, and the bolt went lightning-quick either to the safety of the tree or back the ing his stick into its open beak. Immedi- into the owlbear’s right eye. way he came, but either way, his mentor ately, he felt himself in the crushing grip The screech was incredible. Colin cov- and personal hero was dead. of the owlbear’s hug, and even though he ered his ears with both hands, amazed at Or, he could face the owlbear himself started to see blackness in the periphery the sheer intensity of the creature’s death- and buy Griff some time. of his , he held onto the stick, keep- throes. After what seemed an eternity, but Grabbing up his walking stick, Colin ing the monster’s beak from snapping at was probably closer to a few scarce min- yelled at the great beast, catching its atten- him.11 utes, the owlbear dropped to its side, tion. The giant head snapped in his direc- Colin could feel his ribs starting to dead. tion, and it came toward the new threat. crack. “Hurry,” he tried to say, but couldn’t Griff jumped down out of the tree, land- Gotta even the odds, Colin thought. If I get the word out for lack of breath. Fortu- ing like a cat. Colin, less sure of himself, can blind him . . . nately, the advice was unnecessary, for climbed down. “And that’s that,” said the The boy dropped to one knee and scoop- Griff had leapt onto the owlbear’s back grizzled veteran. ed up a handful of loose dirt. He flung it and stabbed down with his sword at the “How’d you know one shot would kill straight into the creature’s face, and leapt base of the creature’s neck. The sword him?” asked Colin. I would have expected to the side. To his surprise, the owlbear went in deep, and Colin felt the monster’s it to have taken more to bring down some- matched his move, not bothered in the grip slacken a little, even as he felt con- thing that big.” least by the cloud of grit and sand.9 sciousness slipping away from him. The “And it would have, too, if I hadn’t coat- “Griff!” Colin shouted, as he narrowly owlbear bit down in pain, finally snapping ed the bolt in poison,” replied Griff. “As it dodged a swipe of wicked claws. Sparing a Colin’s stick in half, and it spun its head was, did you see how long it took to die? quick glance in his mentor’s direction, he around, almost 180 degrees, until it was He was dead as soon as the bolt hit, it just saw that Griff was starting to come staring at Griff with its huge, yellow eyes. took him a while to realize it.“6 around. He also saw the crossbow lying in Griff snarled back at it, and sawed with Colin was shocked. He had always the dirt, its string severed by the owlbear’s his sword at the creature’s wound. The dreamed of being a hero, and idolized attack. Swinging his walking stick like a owlbear dropped Colin’s limp form and Griff as the epitome of everything he staff, Colin managed to land a blow to the spun in circles, trying to reach the man on hoped to be himself, someday. But some- side of the owlbear’s head, but the attack its back, but finally, the beast fell to the how, shooting at a creature with a poi- didn’t seem to bother it in the least. Colin ground itself, done in by loss of blood soned crossbow bolt just didn’t seem, well, did his best to keep out of the creature’s from its neck wound. Griff collapsed next heroic. Sadly, he realized his respect for reach, backing up in a circle. to the dead beast. his mentor had just dropped several “Griff! You okay?” Sweat was starting to Sometime later, Griff managed to crawl notches. pour into Colin’s eyes, but he didn’t have back to his feet, and stumble to the back- While Colin was overcoming his shock, the time to wipe it away. Keeping the pack. There, he unwrapped the single Griff had pulled out his long knife, and owlbear at bay was taking every ounce of potion of healing he always carried. Stag- was beginning to skin the carcass. “Meat’s his concentration. gering back to the boy, he poured it down not worth much, not the best eating, but a “Fine,” Griff replied, as he staggered to Colin’s throat, and he awoke, choking and bearskin’s a bearskin, even if there’s only his feet. Out of the corner of his eye, Colin sputtering. half a bear,” got a look at his mentor. Three long gashes “You okay, kid?” “What’s this?” asked Colin, picking up a scarred the side of his face, and one eye “Yeah, I’m okay. How about you? Your tight oval bundle the size of his fist. It was covered in blood. Whether the eye eye!” seemed organic, and had little bits of bone itself was damaged or not, Colin couldn’t “I’ll be fine.” sticking out. tell, but he couldn’t possibly see out of it in “But the potion! You should have—” Griff glanced up from his skinning. his present state. “Keep him busy,” he said, “Forget it, kid. You deserved it. That was “Owlbear pellet. The beasts spit them up pulling out his sword. just about the bravest thing I’ve ever seen. like a cat with furballs.” Colin dropped the Colin tried, but as Griff approached Bravest, or stupidest, I’m not quite sure pellet and wiped his hands on his pants.7 from the side, the owlbear suddenly spun just yet. But I’ll be okay once we get back The enraged screech of an owlbear split and attacked. Griff did some furious back- to town, and to a healer.” the air. Colin jumped and turned to Griff, pedalling to avoid its grasp, and tripped “Should we go, then?” 10 half expecting to see the beast he was over the carcass of the first beast. Colin “Yeah, we should. But first we’d better skinning sit up and continue its attack. But jabbed his stick against the creature’s head check out the cave. Just to make sure.” 88 FEBRUARY 1995

“But if there’s another one, we’re in no normal infravision, and quadruple normal from the start, and even though the moth- shape . . .” Colin protested. hearing. In fact, the owlbear’s hearing is er owlbear is half bear, she does not pro- “No argument there, kid, but it should so finely developed that it can attack nor- duce milk for her young. The young will be okay. Owlbears might settle down with mally in total darkness, and similarly can be raised by the mother for the first two a mate, but you’ll never find more than attack invisible creatures without penalty. years, during which time she will teach one mated pair in the same den. Now, Of course, this can be nullified with a the cubs how to hunt for themselves. cubs, that’s another matter, and we’d best silence spell. After the end of the second year, the cubs have a look to be sure, but owlbear cubs 5. Indeed, the owlbear’s eyes are fixed in will go off on their own and stake out are a curious bunch, and I’m sure they’d its head, looking straight ahead. It com- their own territory. have come out to see what all the noise pensates for this by being able to turn its 13. The suggested revised experience- was about.” head a full 270 degrees, as compared to a point value for owlbears with the extra Cautiously, the two entered the cave. human’s 180. The owlbear has twice as abilities listed in this article is 650 XP. Colin stopped to light a torch from the many neck bones as does a human (four- In addition to the normal owlbear, there pack, and by the light it provided, they teen to our seven) which allows for this is also the arctic variety (hinted at in the could see the cave interior was for the flexibility. In addition, an owlbear can MONSTROUS MANUAL™ book), and, if most part empty. Over in one corner, snap its neck from one position to another your campaign world permits it, the though, was a small pile of twigs and almost instantaneously. winged variety. leaves, and mixed in with the pile were 6. The rugged constitution of an owlbear several white spherical objects two feet in allows it to fight on for 1-4 rounds after it Arctic owlbear diameter. “Bingo,” said Griff. “Eggs. We’re reaches 0 to -8 hit points. Once brought CLIMATE/TERRAIN: Any arctic in luck, kid. These things go for 2,000 to -9 or fewer hit points, however, it is FREQUENCY Very rare pieces of silver each.“12 immediately slain. ORGANIZATION: Pack “We’ll never carry them all off in our 7. Like owls, owlbears tear their food ACTIVITY CYCLE: Day condition.” into chunks and swallow the chunks DIET Carnivore “Yeah, true, but do you think you could whole. Inside the stomach, much of the INTELLIGENCE: Low (5-7) manage one? We can always come back prey is digested, but bones, fur, feathers, TREASURE: Incidental for the others.” and insect shells are churned into pellets, ALIGNMENT Neutral “Okay.” and regurgitated by the beast. These pel- NO. APPEARING: 1 (2-8) On the long way home, Colin hefting the lets are usually found near an owlbear’s ARMOR CLASS: 5 owlbear egg, and Griff shouldering the lair, and are thus a good indicator of an MOVEMENT! 12, SW 9 broken crossbow and backpack, Colin owlbear’s presence nearby. HIT DICE: 8 +2 asked his mentor a question that had been 8. Owlbears, like humans, can rotate THAC0: 13 puzzling him. their forearms, and this gives them great NO. OF ATTACKS: 3 “You know, I read that the owlbear was strength and agility in seizing their prey. It DAMAGE/ATTACK: l-10/1-10/2-12 created by a wizard, a long time ago, as a is perhaps this feature alone which gives SPECIAL ATTACKS: Hug, surprise guardian. And that he combined the the owlbear its deadly ability to “hug” its SPECIAL DEFENSES: Immunity to cold- strengths of both owls and bears to make opponents—and, as Griff just found out, based attacks his creation as formidable as possible!” allows them to make powerful side-swipes MAGIC RESISTANCE: Nil “Yeah, so?” with their wicked claws. SIZE: L (12’ tall) “Well, I’ve always wondered about that. 9. Owlbears have a transparent third MORALE: Steady (11-12) + Special You’d think that he’d have created the eyelid (also called a nictitating membrane) XP VALUE: 2,000 owlbear with wings. I mean, owls are that they can flip across their eyes at will. practically silent when they fly. It just This protects their sensitive eyes from Arctic owlbears are the polar cousins of seems odd that he’d have missed so obvi- dust, grit, and the like, but it also can the normal owlbear; they resemble a cross ous an advantage.” protect them from strong light. Light between a snowy owl and a polar bear. “Let’s just be glad he did, kid. Can you spells are therefore ineffectual as blinding Both fur and feathers are a snowy white, imagine if we had flying owlbears around attacks against an owlbear. while the claws and beak are both black. here? I don’t even want to think about it.” 10. So acute is the owlbear’s sense of Yellow, glowing eyes look forward from a “I guess you’re right.“13 hearing that even in melee, it’s almost rounded head. Arctic owlbears speak the impossible to sneak up on one. Owlbear owlbear language, made up of loud Notes ears are somewhat unique in that they are screeches. 1. This is a common sight in owlbear- asymmetrical; one ear is higher than the infested areas. The creatures claw at other, and this makes it extremely efficient Combat: Arctic owlbears are as foul- selected trees with their front paws. This in pinpointing exactly where a particular tempered as their forest-dwelling cousins, not only keeps their claws sharp, but sound is coming from. This fact has no immediately attacking prey with their marks off an owlbear’s territory. doubt proven to be very unnerving to front claws and wicked beak. They hug 2. Because of their great size and weight, many a thief who tried using his ability to for 2-16 points of damage per round after owlbears are not good tree climbers. Any- move silently to move past an owlbear. scoring a claw hit with a roll of 18 or one treed by an owlbear is not completely 11. Fortunately for Colin, once an better. Once engaged in a hugging attack, safe, though, because the beasts are just owlbear gets a victim into a hug, it cannot the arctic owlbear cannot use its claws, nasty enough to wait it out, and are often use its claws to attack, relying on its but uses its beak to full advantage. A sin- strong enough to knock over the tree, crushing strength and sharp beak to kill gle attempt to break free from a hug is depending on the size of both the owlbear its prey. Colin’s surprise attack managed to allowed; use the chance to bend bars/lift and the tree. neutralize the owlbear’s claw and beak gates to determine success. 3. This appears to be the only exception attacks, at the cost of automatic hugging The arctic owlbear’s fur and feathers are to the owlbear’s otherwise carnivorous damage each round. all multi-layered, protecting it from the diet. It remains well-adapted to honey- 12. Owlbear eggs are nearly perfect coldest temperatures, even when wet. For gathering, as its thick coat of fur and spheres. There will be from one to six this reason, the beasts are immune to all feathers protects it from bee stings, and it eggs in an clutch; the eggs are laid several cold-based attacks. Additionally, due to retains the long tongue of a bear, perfect days apart. Once the young start to hatch, their ability to blend into the arctic envi- for lapping up the sticky substance. the parents provide them with freshly- ronment, they are 75% likely to surprise 4. Like the owl, an owlbear has double killed meat. Owlbear “cubs” are carnivores their prey.

90 FEBRUARY 1995

Habitat/Society: Arctic owlbears live termination, nasty disposition, and con- Combat: Winged owlbears fight as the in the coldest areas of the arctic, often stant hunger. wingless variety, utilizing their front making their lairs in pre-existing caves or claws, sharp beaks, and mighty hug. In carving their own dens in banks of snow. Winged owlbear addition, they are almost totally silent in However, they tend to be wanderers, CLIMATE/TERRAIN: Any nonarctic flight due to the construction of their wing constantly on the move in search of prey, FREQUENCY: Very rare feathers, and this imposes a -6 penalty on and so do not settle in one place for very ORGANIZATION: Family opponents’ surprise rolls. long. If encountered in their lair, a mated ACTIVITY CYCLE: Late afternoon/early pair of arctic owlbears may have 1-6 eggs evening Habitat/Society: Winged owlbears can (20%) or young (80%) with them; there is DIET. Carnivore be found in almost any nonarctic environ- only a 25% chance of one or the other. INTELLIGENCE: Low (5-7) ment (when they can be found at all—they The young will be from 40% to 70% TREASURE: Incidental are very scarce), but seem to prefer wood- grown, fighting as creatures with 5 or 6 ALIGNMENT! Neutral ed forests and mountainous terrains. Due Hit Dice. Damage from an immature arctic NO. APPEARING: 1 (2-5) to their flight capabilities, winged owl- owlbear is l-6/1-6/2-8, and characters get a ARMOR CLASS: 5 bears tend to claim larger territories as bonus of +20% to their bend bars/lift MOVEMENT! 12, Fl 18 (E) “theirs”—usually ten to twenty square gates roll when trying to escape from a HIT DICE: 5 + 2 miles. hug. THAC0: 15 Winged owlbears live in mated pairs. If NO. OF ATTACKS: 3 encountered in their lairs, there is a 25% DAMAGE/ATTACK: 1-6/1-6/2-12 chance there will be 1-3 eggs (20%) or Ecology: Arctic owlbears live for about SPECIAL ATTACKS: Hug, surprise young (80%) in addition to the adults. The 20 years. They will prey on anything, but SPECIAL DEFENSES: Nil young are identical to normal owlbear prefer seal meat above all else. Unlike MAGIC RESISTANCE: Nil young, as their wings will not support normal owlbears, the arctic variety hunt SIZE: L (8’ tall, 20’ wingspan) them in flight until they are at full size. primarily in the day, and, being good MORALE: Steady (11-12) + Special swimmers, will pursue their prey into the XP VALUE: 975 Ecology: Winged owlbears tend to live frigid waters without hesitation. They are slightly longer than the normal variety, well-equipped for their environment— The winged owlbear is the ultimate often reaching 25 years or so. They are rough, leathery pads on the bottom of synthesis of owl and bear. It looks like a sought after by wizards, even though to their paws help them maintain stability standard owlbear, but in addition it has a date no one has managed to domesticate over icy surfaces. The local inhabitants of pair of large wings growing from its shoul- one; nonetheless, eggs can go as high as arctic regions say that there’s nothing ders. They are just as nasty-tempered as 4,000 silver pieces, while the price for live worse than having an arctic owlbear on their ground-dwelling cousins, and speak young can reach 10,000 silver pieces. your trail, because of their stubborn de- the same language of screeches.

he Queen’s Investigator came to the village of Neveton an hour after sun- set. The cool spring day had turned to rain at nightfall, and now a steaming coastal drizzle made the shimmering Hunter man and his dark glisten as they approached the night-guard on the muddy road. Majanar Heska was a gaunt old man with a hood thrown over his head, rich robes glimmering with gems Under the and raindrops, and green eyes that shone in the darkness. He was a fragment of the queen’s court, the kind of rich man who fills highwaymen’s bloody dreams on moonless nights. But if they saw him, the queen’s pattern woven Sun purple on his cloak and the gleaming gold-hilted sword at his belt, they might think twice before asking him for his horse. He had been mistaken for a sorcerer once or twice, because of his clothing and his penetrating eyes. A maid with the true-vision could tell you that he wielded no mag- ic, and yet he knew its workings well. The guard was of night-men, their pale faces and huge black eyes sharp on the approaching stranger. “Halt!” The first of three guards signed the unspoken order with the fingers of his left hand. In his right hand he brandished a blade-tipped glaive that the black mare by Brent J. Giles sniffed distrustfully as the investigator reined her in. There had been gentle times in Neveton but this was not one of them, or the investigator would not be here. “Do you sign? What is your business here?” The lead guard’s fingers moved rapidly. “I was sent for by the day-sheriff, about your mur- ders,” the old man answered in slower sign, his eyes glimmering in the darkness. “I am Majanar Heska, Queen’s Investigator.” “Demon killer,” the guard signed superstitiously, for the investigator’s deeds were legend even among the night- people, and then he made a sign with three fingers that Majanar didn’t recognize. “I’ll take you to the sheriffs home. He’s waiting for you.” “Thank you,” signed the investigator, dismounting from his horse with a flourish of robes and leading the tired animal after the guard in the darkness. The fishing village had a rotten smell. Few lamps lit the night, and Majanar led the mare carefully. Night-people mingled along the narrow roads, and they stared openly as the rich day-man passed by behind the guard. Though half the village was day-folk, night-people alone filled the streets beyond the tavern doors, while most day-folk slept. Despite the bustle, there was no sound of language. Night-people spoke in tones that day-folk couldn’t hear, even as the night-people could not hear the speech of day- folk. In Neveton and elsewhere along the coast, they had developed a sign-language that allowed them to communi- cate with day-folk. Still, among themselves the night- people spoke with their tongues, and the silent bartering looked like pantomime to the old man. When he passed a particularly aggressive fishmonger shouting—silently, it appeared—to passersby about her wares, his mare’s keen ears flicked and she shied. The investigator held her head and patted her damp neck, saying, “Easy, girl. She meant Illustrations by Joel Biske no harm.” They walked on.

DRAGON 95 There were lights burning in the lower story of the sher- “The murders take place in daylight,” the night-sheriff iff’s house, a rarity in the dark fishing village. The night- signed, “so they are Cappella’s responsibility. But the guard went to knock on the door, and Majanar lifted his deaths are always among my people.” saddle from the mare’s back. “He thinks a day-man has gone mad,” Cappella said The man who came to the door was younger than and signed. His sign, like his speech, was firm and Heska, broader in shoulders and girth but lower in stat- clipped. “Since the murders began, we’ve doubled our ure. He had a face that matched his build, heavy and flat watch and seen nothing. It’s unnatural.” with small clear eyes. The green pattern of a sheriff was “Night-people never murder,” signed the night-sheriff. woven into his simple tunic. “Investigator!” he said in a “Untrue,” signed Cappella. “You let your orphans die. solid voice. “You’ve come at last. We were afraid the mes- You can’t take the moral high ground with me, Dlong.” sage hadn’t arrived.” “I tire of this,” the night-man signed angrily. “If chil- “Snow in the mountains,” the investigator explained. dren have no mother or father, they die. It is the way of “I came as fast as I could. Are you Sheriff Cappella?” the world. Among day-folk, orphans may be taken in by “I am,” said the sheriff, staring despite himself at the thieves or scoundrels, but among our people there are no rich man in the rainy street. “Put your horse away in the scoundrels.” stable behind the house, Investigator. Then come in. “Untrue again, I say,” signed Cappella. There is important work to do, and we’ll be glad to have “Enough,” signed Majanar Heska tiredly. “The queen your help. My wife’s gone to bed, but she left food for allowed me to come for three days only, and we are wast- you.” ing time. There are strange happenings in the mines in The plain room that filled the lower story of the sheriffs the southern hills, and I must hurry there next. You sent house was lit by a pool of light from a single suspended for me because you suspected a demon, the message said. lamp. The investigator took a chair at the table and Unless you have good evidence, Sheriff Cappella, I sug- reached hungrily for the simple fare the sheriffs wife had gest you stop accusing the supernatural of murder and left for him. As his eyes adjusted, he saw two night-people look to your own.” staring at him from the shadows beyond the lamplight. “The victims are poisoned, cunningly,” the night-sheriff One was an elderly night-woman who sat patching sails in signed. “It is the poison of the sand-fish. The symptoms the darkness outside the pool of light cast by the lamp. She are distinctive.” frowned at the investigator as he noticed her. “It cannot be,” Cappella signed. “The sand-fish’s secre- “Reyne,” the sheriff explained. “We share the house tions cease to be poisonous after only a day. And they with her. She’s a fisherman’s widow. She doesn’t like us cannot be found this time of year. The fishermen throw up at all hours of the night.” the fish back when they are caught—carefully because “I share her sentiment,” said Majanar Heska. their spines are deadly—but they are found only in the “This is the night-sheriff, Dlong,” Cappella added, autumn. At first we thought the victims died of natural pointing out the other night-person in the dark. poison, but now I say it cannot be. We’re out of season.” All night-people were pale, with colorless gray hair that “Someone has found the fish out of season, or kept hung limply to their shoulders. Their eyes were enormous them alive magically,” the night-sheriffs spider-hands and black, and their narrow faces were expressive, but signed. they had an unhealthy appearance that had nothing to do “Or mimicked the fish’s poison,” signed Majanar with their actual health. The night-sheriff was no excep- Heska. “A sorcerer could manage such a thing easily. Is tion, though he was a strong, tall man. He rose from his there one in town?” chair in the dark and bowed gravely to the investigator. “Who’s to say?” signed Cappella. “If we found one, we’d Majanar signed a welcome. hang him, murders or no. We have a brewer who we suspect “Oh!” said the day-sheriff in surprise. “You sign! I dabbles in such things, but he is a night-man. A woman didn’t know there were night-people among the queen’s could hide such a skill, or a man if he were cunning. court.” “There is a killing every few weeks,” signed Cappella. “I speak the languages of the realm,” said the investiga- “We’re a small town, Investigator, and we have had seven tor, signing as he said it so the night-sheriff would under- deaths. A few more and even Dlong’s peaceful night- stand, “or at least those I am capable of. But the guard people may take up torches and arms.” outside made a gesture I didn’t understand.” He imitated “Already there is friction between the fishermen,” the the three-fingered gesture. night-sheriff signed, finally agreeing with his colleague. The night-sheriff looked suddenly embarrassed. “A “Many of the day-folk share a boat with our people. It is religious ward,” he signed, his fingers swift as albino spi- less expensive to buy half a boat, and there are twice as ders in the dark. “There is distrust in the city these days. many hands at dawn and dusk to unload the catch. I have The murders fuel it.” personally broken up two scuffles already, and I have seen The investigator nodded. “Then we’ll have to bring close friends separated by suspicion and distrust. I know them to an end,” he signed slowly. “What can you tell you specialize in supernatural killings, Investigator, but I me?” pray that you can enlighten us in this affair as well.” “Seven murders since last autumn,” Cappella signed. “The investigator’s specialty is why I requested him,” “Night-women, old and young alike, who lived alone or signed the exasperated day-sheriff. with children.” The stout man shuddered. “Died in their “Most of the cases I investigate are from natural sleep, in daytime.” causes, no matter what the suspicions of the local offi-

96 FEBRUARY 1995 cials,” signed Majanar. “One way or another, we will wearing a black hat with an enormous brim to shield him discover this killer. But if he kills only in the day, then I from the daylight. He and Cappella led Majanar around will need some sleep tonight, sheriffs. The journey has to empty houses, describing the lives of the dead. At the been long.” seventh house, Majanar sat on the damp front step and “Yes, of course,” signed Cappella. “I’ll show you to fastened his outer cloak-clasp against the breeze. your bed upstairs.” “The last victim was an auctioneer?” he asked. Dlong “I will greet you with the dawn,” signed the night- nodded. “Before that a bread-baker, and a fisherman’s sheriff, “and then it will be my turn to be tired. Good wife. The first victim’s husband died in the plague, and sleep, Investigator.” then she took up fishing herself to keep her child fed. I The night-sheriff left the house, and as Cappella led don’t see a pattern there. Do you, Dlong?” he signed. Majanar upstairs, the investigator signed an apology to “It’s the work of a madman,” answered the night-man. the woman Reyne. She smiled at him and signed with His eyes were watering despite the clouds and the hat. wrinkled fingers, “Day-men are silent, but their lights are “Madmen do things randomly. And only day-folk are blinding. Investigator, I hope you can solve these mur- madmen.” ders. There have been orphans crying under the sun all “Not a madman,” signed Cappella. “A demon. De- winter.” mons don’t need reasons.” “Why don’t you help those children?” the investigator “You’re both wrong,” signed the investigator, narrow- signed. ing his green eyes. “Madmen and what you call , The old night-woman closed her eyes and shook her they both have their reasons. Are you sure the first head slowly. Her limp gray hair shimmered in the lamp- victim—Yana?—wasn’t poisoned while she was fishing?” light. “It is not our way,” she signed. “Good luck, Investi- “That was our first thought,” the night-man signed. “It gator.” Saying that, she rose and extinguished the lamp, was said she looked unwell when she came back with her and the room went black. The sound of water coming off catch, and the day-men finished the unloading for her. But the roof seemed suddenly loud in the investigator’s ears. she was the first of a pattern, a murder every few weeks. As he went upstairs, he heard the night-woman spread She’s dead, and her orphan buried, either way.” the sail she was mending across the chair where Dlong had “If it is a demon,” Cappella asked Majanar aloud, been sitting, and return to her sewing in the dark. “could you destroy it? I’ve heard you fought the demon in With morning came the sounds of normal men in the the queen’s own tower twenty years ago, and barely de- streets, and now even Majanar Heska could hear the cries feated it. Have you faced a demon recently? I hate to say of fishmongers shouting, “Halibut! Blackfish!” in the it, Investigator, but in my eyes you’re an old man. I hear squares. It was a little after dawn when he came down- that demons are ungodly strong.” stairs and found cloud-filtered sunlight streaming through “No one ever battles a demon, Sheriff,” signed Ma- the small windows of the room. janar, his green eyes flashing for a moment. “You’ve “Up early, Investigator?” said Cappella from the table. heard too many stories.” The old investigator scowled The sheriff was eating his breakfast. “This is my wife, across the cold, wet street as though tasting something Martha.” His thin wife waved at the investigator. “Join foul. He found himself looking into the unfocused eyes of us,” said Cappella, and Majanar sat down. a boy. “The investigator is a rich man, Jion,” said the sheriffs It was a night-boy, sitting in that cloudy half-light and wife. “Perhaps he would prefer another place to have trying to die. Dried tears streaked down his thin face, breakfast.” though whether from grief or the light was hard to say. But Majanar was already buttering black bread. “Is The boy had small wrinkles around his eyes. When he there a pattern to the killings?” he asked Cappella. noticed the rich day-man wearing gems, his eyes widened, “Such discussions at breakfast!” said the sheriffs wife. and then his interest waned. “The queen discusses war at breakfast,” Majanar said. Majanar had seen night-orphans before, just as he had “This is merely a discussion of murder.” seen murders and wars before, but they did not please “No pattern,” Cappella said. “The town is small.” him. “What about similarities in the buildings where the “Tell me, Dlong,” he signed, as the night-man kneeled victims lived? The architecture seems varied.” down beside him in order to see the sign-language better “That’s a strange question,” said Cappella. “Why do in the cloudlit glare, “what will happen to that child?” you ask?” The night-sheriff glanced across the street. “He will “It’s a strange world,” said Majanar, and ate his bread die,” he signed. in silence. “Why?” “Your people always ask the same question,” signed There was no similarity in architecture, Majanar decided Dlong tiredly. “The bonds between parents and children after he’d seen the third house. Neveton was influenced are strong among our people. They cannot be imitated by by building styles from foreign lands, but the influence well-meaning strangers. This is our way.” seldom changed the structure of the buildings, merely the “And the boy knows that?” facades. All of these were different. “He is not so young. He knows. He was the child of a Nor was there much similarity in the victims, beyond family dead of the plague. His father died a week ago, his the obvious fact that they were all night-women. Dlong mother four days ago.” had arrived at the day-sheriffs house after breakfast, “He has been sitting in the streets for four days?”

DRAGON “Probably.” The night-sheriff sat flat on the ground and The sheriff shook his head and walked away. spoke with his mouth in an angry, silent way as he signed “I don’t want trouble for this man, if he helps me,” with spider-strong fingers. “You day-folk have no cause to Majanar called after him. question our morals, Investigator. Of the last seven thieves “If he helps you, we’ll buy him a cauldron,” said the I have jailed, only one was of the night-people. And re- sheriff, not looking back. member, my responsibility begins after dark. Day-men Majanar began the walk to the brewer’s cottage. “He cause murders. There has never been a night-person who doesn’t need one,” he murmured to himself with a smile, murdered, not in this town or any other. We’re on the and his green eyes shone. trail of one of your murderers now. And you ask me about orphans.” He shook his head in disgust. Majanar knocked on the door of the windowless one-room “Do you perform rites for them?” Majanar asked. hut for two minutes before a small, tired-looking night- “Every autumn when the stars are right,” Dlong re- woman in a woolen robe opened it. Her vast eyes widened plied. “The Orphans’ Fast lasts two nights, and the when she saw him. When she retreated from the day’s priests beat drums that drive the day-folk crazy.” glare back into the house, he followed her, signing the “Does it work?” the investigator signed. brewer’s name. “Ask a priest. How should I know? Certainly there are The brewer himself stood behind his wife. He was hold- no orphan ghosts wandering about. I’d have them ar- ing a weapon of some sort, but in the darkness Majanar rested.” He laughed, silently, at his own jest. could see only a rusty blade. “Did the first victim die after the Orphans’ Fast in the “Nobet the brewer?” Majanar signed. autumn?” Majanar asked. “Yes?” Nobet fumbled with one hand. Dlong thought for a moment before he answered. “No, “I am one of the queen’s men. I need your help.” a day before the ritual started,” signed the night-sheriff In the dark cottage, the brewer put his weapon down on with spider hands. the stone floor. His wife climbed the ladder to a loft, leav- “And her orphan a few days after the ritual was com- ing the front door open for the day-man’s benefit. The pleted?” Majanar asked. smell of young children filtered from the loft. This blend- “Probably.” ed with the scent of fermenting liquor that rose from a Majanar stood up. stone staircase that descended into the ground below. “Where to now?” asked Cappella. “A night-priest?” Even this far from town, both smells mingled with the “No,” said Majanar. “You said there was a brewer who odor of fish. dabbled in magic. I’ll go to him.” “How can I help you, sir?” the night-man signed. “A night-man!” signed Dlong excitedly. “And only a “I want to open the spout of your glyph cask.” neophyte sorcerer. While you waste time, another of my The little night-man looked stunned for a moment. “I people may die!” don’t know what you mean, sir,” he signed. “Maybe,” signed the investigator. “But I need the “Don’t play stupid,” signed the investigator angrily. brewer’s help.” “People are dying—your people—and I need to find out “His help?” why.” “Yes,” signed Majanar. “The sun is rising toward “I dabble in magic, sir,” the night-man signed, “but noon, Night-sheriff. Perhaps you should get some sleep merely for fun. I don’t know what you’re talking about.” until I have something more definite.” “Don’t lie to me,” Majanar signed, his eyes flashing in Dlong nodded, wiping his watering eyes. “Wake me if the dark, “or I’ll lead you to a noose myself. Simple cask something happens, Day-sheriff,” he signed, and walked magic may be illegal around here, but it isn’t in the away, past the dying orphan boy, back toward his home. queen’s eyes. Being uncooperative is.” “What was that about?” asked Cappella conspiratorial- The night-man winced at the mention of a noose. With- ly. “Trying to get rid of him?” out a sign, the small man lit a dusty candle from an ember “I’ll get rid of you, too, Sheriff,” Majanar said, “as in the fireplace and gestured for the day-man to follow soon as you tell me where that brewer is.” him downstairs. “I resent that, Majanar Heska,” the day-sheriff said At the end of a shadowy row of casks, in a cellar many angrily. “He’s a simple brewer. He does tricks during the times the size of the cottage above it, the brewer signed, annual fair, and that’s the limit of his power.” “Here,” with ghostlike fingers. He pointed to a small cask “What is his name?” asked Majanar. set on its side, and already tapped for drinking. “Nobet, I think,” said the sheriff, signing the name. “Powerful magic in the area fouls new brews,” the “He lives on the far hill, there, above the village. I would night-man explained. “I keep the glyph cask, as you call prefer to go with you, if you think there’s something to be it, sir, to make sure no one has been casting lately when I learned from him.” seal new casks.” “Yes, Sheriff, I know you would. But if you saw him do “How does it work?” asked Majanar, squinting at the something useful, you would hang him. That might not brewer’s ghostly hands. Brewers’ magic was a supersti- help our cause.” tious art. It varied from region to region, even town to “He’s a mere trickster!” town. “If he were more, would he advertise it?” the old man The night-man handed him a small pewter mug that said. “To you? Go deal with your day-watch, Sheriff. I’ll had been sitting inverted on a shelf. His pale hands tell you what I find.” signed, “Close your eyes and fill it, sir, then drink it

98 FEBRUARY 1995 down. If a man, day- or night-, has been casting spells orphan?” near here, the ale will turn to water as it touches your “The child of the first victim, Yana. No older than two lips.” or three, if I remember correctly.” “And if a woman?” the investigator signed worriedly. The night-sheriff closed his huge eyes, then slowly “It will turn to blood.” opened them again. “My people will accuse me of becom- Majanar sighed and closed his eyes. He found the spout ing a day-man if I start asking after dead orphans,” he with his hands, filled the mug, and quickly drank the signed. contents down. He opened his eyes. “I would risk it,” signed Majanar, “unless you want “Well?” the brewer signed. them to accuse you of allowing the murders to continue. I “Not bad ale,” signed Majanar. need the name quickly, Dlong. Please hurry.” “You have learned what you came for?” “Yes, thank you, Nobet. My name is Majanar Heska, Cappella and old Reyne, stooped and holding a scarf over and I am in your debt.” He walked toward the stairs her face, arrived before the night-sheriff returned. where the lighting was better, the amazed night-man trail- “Reyne, I need your help,” Majanar signed to her. He ing behind and looking at him through new eyes. “By the could see nothing but a slice of her vast dark eyes behind way,” Majanar signed, “if something other than a man or the scarf. a woman were wielding magic, would the glyph cask show “Why me, sir?” she asked. it?” He smiled. “You’re the only night-woman I know, and “Now you accuse me of ,” the brewer a man won’t do. This may be frightening, but it needs to signed with his pale hands. “The cask detects life magic. I be done. I’ll be beside you. Will you help me?” have no wish to attract demons.” “I can try, sir.” “Wise,” Majanar signed. “Very wise.” “Good.” Cappella and Reyne sat on the front step of the cottage, and the investigator paced. He needed to Cappella was waiting at the bottom of the hill. “I thought hurry. Still, something was wrong. you were attending to business,” said Majanar to the sher- The night-sheriff arrived at a run, squinting and hold- iff as he drew near. ing his hat-brim with both hands. “I know the orphan’s “I am, Investigator,” the sheriff said. “We’ve had an- name,” he signed as he arrived. other murder.” “Thanks. Tell Reyne, here,” signed Majanar. Dlong “Damn.” mouthed the word to the woman. She nodded. “An old widow, thank the gods. No new orphans. Did “This is the name of a child of yours,” signed Majanar you find out anything useful?” to Reyne. “Yes,” said Majanar. “The night-woman who lives in “I have no such child,” she signed. Her scarf fell from your home . . . Is she a mother?” her face, and her expression was worried and tense. “You ask strange questions, Majanar Heska. Reyne has “You must pretend that you do.” a grown son, and another child died as a babe.” “How can I pretend that another woman’s child is my “Do me a favor, Cappella, and go wake her for me. Tell own?” her I need her help.” “The other woman is dead.” “What’s all this about, Investigator?” asked the sheriff. “It makes no difference!” “You were right all along,” said Majanar, smiling grimly. He kneeled down beside her. “If it is against your mor- “A demon? How would the brewer know such a als, Reyne, I’m sorry. I can only ask you to try. And this thing?” is the least of the things I will ask you to do. If I need to “Something you would call a demon, and he didn’t find another woman, I will.” know. If you cause trouble for the man, I’ll have your “No. This is the name of a child of mine. Signed, the head.” name would be ‘Feyna.’ This is the name of a child of “I won’t, then. But you never answered me. Can you mine.” The old woman closed her eyes and pulled herself still fight a demon?” up as though tensing herself for a spring. If she’d ever be Majanar walked past the sheriff. “Go ask Reyne to ready, it was now. And not a moment to waste. come, Cappella. Then we’ll see. And show me the house The single room of the cottage still contained the old where the woman was murdered today.” night-woman’s body, not quite covered by her own bed sheets, from which a crooked pale hand thrust. The shut- Before Cappella returned, the night-sheriff met Majanar ters were closed and the room was dim. at the open door of a run-down one-story house. “An- “Sit on the floor, please, Reyne,” Majanar signed. other dead, Investigator,” he signed accusingly. “Are you The woman glanced once at the dead woman. Her dark closer to an answer?” eyes widened, and she looked back at the night-sheriff. To “Yes,” signed Majanar. “But you won’t like it.” He Majanar’s relief, the night-man nodded reassuringly to pursed his old lips and signed, “If I were to ask the name her. She lowered herself stiffly onto the floor. of a dead orphan, Dlong, could you give it to me?” “Leave,” the investigator signed to the others. “Come “Are we back to orphans? I am disappointed in you, back after dark. If you hear noises, ignore them. Do noth- Investigator.” ing unless there is fire.” “Answer the question.” “I can’t believe you’d take that fisherman’s widow into The night-man glared, then relented. “Who is the a demon-fight,” said Cappella aloud. “If she dies, I’ll

DRAGON arrest you, Queen’s Investigator.” child came forward again. “It’s not a fight,” said Majanar. “It may look like one, Too slow, thought Majanar. A day-child would run to a at times, but this one will be quiet.” He hoped. “Leave, kind woman’s arms, after losing its mother. Her appear- and let us do our work in peace.” ance made no difference, not to a spirit. It was the feeling “She doesn’t even know what’s going on!” that mattered. The love was important. The mother’s “She will. Go.” love. At last, grumbling, the sheriffs left and closed the door But night-women had no feelings for other women’s behind them. In the darkness Majanar sat down beside orphans. This ghost-child could never be stopped, not the woman. “Reyne, call for your child,” he signed. until the autumn ritual. When it reached this uncaring, “Here?” incessantly calling woman, it would kill her the way it had “Yes. Call as though you’ve lost a young child, age two seen its mother die. She would show the symptoms of the or three. Can you do that?” venom of the sand-fish that had poisoned its mother. The “Yes.” She pursed her old lips and her face went wild child had died just after the Orphans’ Fast, so its spirit with fear as though she’d lost such a child in the busy had not yet been put to rest. It was too young to under- streets of Neveton. To the day-man’s ears her calls were stand why it had been abandoned. Such pain and confu- silent. When she glanced at him he nodded. It was merely sion in life could spawn a demon in death. And yet, in an act on her part, but it was a start. spite of its awesome powers, this was simply a child crying If they were too late, if it had moved on like a cold wind for its mother. in the streets, Majanar knew the killer would not be found The child would kill Reyne, then Majanar. Then it in time to prevent another murder. Every moment the would stalk the town until the autumn ritual, orphans ignorant sheriffs delayed might have cost another life. multiplying, or until night-people fled and day-folk alone Still, the old man felt uneasy. If the brewer had tricked lived here. him . . . But that wasn’t it. He was sure of the cause of And then, perhaps, it would hunt the day-folk, whose the murders. And who better to call the demon home than voices it could not hear, until the town faded away and the this brave old widow? If he could guide her . . . child wandered through the empty husks of buildings and Something under the bed moved. killed unsuspecting travelers, from now until the end of Reyne stopped calling. Her huge eyes opened wide and time. she backed against the wall. The child reached the woman. The young boy stood “Call for your child! Call! Call!” the investigator awkwardly as a toddler will, and reached out his small signed. The motion under the bed subsided. hand toward her face. For an instant, Majanar considered Reyne glanced at him and took a deep breath. She grabbing the fisherman’s widow and running from the called. room. But though the child had been slow, it was now too Movement again, after a moment, rising dust and large late. black eyes in the darkness. For a moment they remained there, the kneeling wom- From under the bed came a child, a night-boy no older an and the standing child, so near touching and as far than two years. It was skinny and wrinkled unlike a child, apart as life is from death. For a moment the old investi- naked and pitiful yet terrible to behold. It stood uncertain- gator watched his miscalculation unfold before him. ly, looking at Reyne. After a moment it reached out to the The child smiled at the woman who called his name. It bed and grasped the dead hand of the corpse there. was an uncertain smile, in the darkness of the room. And “An orphan,” she signed, no longer calling. Her vast dark the woman smiled uncertainly back. The child climbed, eyes were filled with terror, and her bird-hands shivered. heavy as a living boy, into her arms. “Call to your child,” signed Majanar. “Call to it!” Now She called the child’s name in his ear, and he laughed he realized his mistake. This child had killed without real- silently and played with her limp gray hair, eyes closed, izing it. It could do so again, if it grew angry or frus- fist clenched in the fabric of her gown. trated, and for the first time in a long life of dealing with It seemed to Majanar that they lived in the time of the spirits, nothing Majanar could say would prevent that. dead, in that time before nightfall. For every hour beyond Only the fisherman’s widow could speak to it, console it, the cottage walls, barely a minute passed within, while the care about it. child laughed and the widow cried, and the investigator But a night-woman cared nothing for another woman’s watched transfixed. child. Darkness grew in the shuttered room as the sun set, and “Call to the child!” he signed exaggeratedly. “Call your fishermen’s work songs rose in the darkening air. When child!” the glow from the sun faded in the east, the child also She saw his growing terror. Eyes wide, she called, tenta- faded until the woman held only empty air. tively at first, then more desperately, fearing perhaps for “You’ve done it,” signed Majanar, but Reyne’s eyes her own life. The tiny form beside the bed shifted uncer- were closed, her hands clasped against her breast. tainly and let go of the dead woman’s hand. After dark, the sheriffs came back into the room and saw The child came, slowly, something malevolent in its the pair sitting where they had been four hours before. huge, faded eyes. As it came it grew less gaunt, developed “I heard crying,” signed Dlong worriedly. baby fat. Every few inches it stopped and looked at the “Your ‘demon’ is gone,” signed Majanar. “I’ll leave in woman and the investigator uncertainly, and the fisher- the morning. Take care of Reyne, please, Night-sheriff.” man’s widow called to it, desperately and silently, and the Dlong nodded.

100 FEBRUARY 1995 “I’ll take you home,” said Cappella. “Would the child have continued . . . killing?” she “Thank you, Sheriff,” the investigator said, “but I signed. think I’ll stay at an inn tonight. No fault to your wife, but “Until the autumn ritual, at least.” I’m in the mood for ale.” “I’ve talked with the night-sheriff. We’re going to try something.” The working-songs of the fishermen came in on the morn- “Try what?” ing breeze as Majanar tightened his mare’s saddle cinch. “I can care for a few children. The day-sheriffs wife There had been no farewell from the sheriffs. In a few will help me. It will be hard to convince another night- weeks, with no more murders, they’d be grateful, but by person to help.” then he’d be at the mines to the south. Then, perhaps, “Dlong told me not to lecture him about morality.” home. “We’re taught to ignore the orphans, but we’ll try your Someone tapped his shoulder. He turned. way and see. I could never stand it, hearing them cry.” “Reyne!” he signed. “I’m glad,” he signed. He led his horse into the stable “Investigator. That was an evil trick,” she signed, her yard and mounted, the thread of the queen’s pattern on old black eyes gleaming under a hat like the night- his cloak catching the morning sun. He smiled at Reyne sheriffs. and she at him, her huge eyes watering in the daylight. “I’m sorry”’ he signed. Another advantage of leaving Then he rode out of town, inland toward the hills far away town in a hurry, he thought. Not fast enough, this time. to the south.

DRAGON 101

DRAGON 103 104 FEBRUARY 1995 DRAGON 105 106 FEBRUARY 1995 DRAGON 107 108 FEBRUARY 1995 DRAGON 109 110 FEBRUARY 1995

©1994 by Ken Carpenter Photography by Don Witmer, painting by Ken Carpenter

BATTLESYSTEM® and WARHAMMER FANTASY BATTLES* rules, can make use of both traditional and terrain. The choice is yours, based on your inter- ests and those with whom you play. The surface of the table is yours to create. If you use fantastic terrain, you may even enjoy creating special rules for it, making it more than just a piece of terrain—it becomes an active element of the game. I favor a traditional table top with one or two pieces of fantastic terrain, such as a small crystal forest, or some strange plant- Storm Angle (Global Games) life. Not strange enough to interfere with play, but enough to liven up the table's appeal. I have, however, seen some pretty cluttered tables that worked out okay. The first time I saw the local convention's WARHAMMER 40K tournament terrain set-up I was stupefied. (I suppose I should be used to that feeling by now.) nearly every square inch had some sort of terrain on it. Much to my amazement, the players enjoyed themselves, terrain and all. The following is a very small cross sec- tion of what's available in the way of table- top terrain. The actual range of miniatures terrain is nearly limitless, and the price ranges are almost as vast, from very rea- sonable to exorbitant. So much for indulging my own curiosity Despite all those times that your parents fill the needs of gamers, miniatures terrain and fascination these last couple of told you not to fight at the table, for every comes in all shapes and sizes. columns. As an avid role-player and rabid rule there is an exception—table-top minia- In addition to differing scales, your choice miniatures gamer, I have always had an tures games in this case. In this column, I’ll of terrain will be affected by the various attraction for accessories and terrain in take a special look at terrain for table-top genres you play. Futuristic games, such as miniature scales. I just wanted to share a games, from hills and rivers to structures the WARHAMMER 40K*, * Minia- little of that with you. Next time we scour and barricades. tures Battles, and FLASHPOINT* games, can the market for some of the best minia- While most miniatures games point out make use of all manner of strange, alien tures products in the science-fiction genre. that you don’t need miniatures terrain to terrain. Historical games, such as the WRG* , As always, I welcome your comments play, giving examples of representing hills FIRE &. FURY*, and DBM* games, are likely and suggestions. You can write me at: with books, woods with cotton balls, etc., to use more traditional, realistic terrain. From the Forge, PO. Box 9, Murrieta CA many gamers eventually tire of a game Fantasy game systems, such as the 92564. Until next time . . . table that looks more like a magazine rack or bathroom counter. Sooner or later they start looking for some terrain to add that Explanation of Ratings extra touch of realism to their gaming 1 Slag, a good doorstop 6 Good, definitely worth your perusal environment. 2 Poor, for die-hards only 7 Great, have you seen this yet? Miniatures games span a number of 3 Well below average, needs work 8 Excellent, you have to see this! scales, from the l/l200+ scales of space 4 Below average, but salvageable 9 Incredible, where can I get one? battle games to the 28-mm scales of some 5 Standard, average quality 10 No mortal hands produced this! fantasy games. Consequently, in order to

112 FEBRUARY 1995 Reviews Global Games Company 136 Geary Ave. Unit 215A Toronto, Ontario Canada M6H 4H1 Voice: (416) 516-9118 Fax: (416) 516-4690 Mail Order: No

#3020 Storm LEGIONS OF STEEL* line Sculptor: Dave Summers Scale: 28 mm Cost: $8.95 Technical: 4 Artistic: 9 Value: 7

Editor’s Note: The following review was slated to appear in Ken’s last column— Armored Samurai (Reaper Miniatures) DRAGON® issue #212. Due to space con- siderations, the review was cut. However, Ken’s reference to the below figure under the “Best of Show” headline was not de- leted. Ken selected the Storm Angel as one of his “Gamer’s Best of Show” winners. We apologize to all involved for the confusion that resulted from the oversight. —Dale “D’oh” Donovan One of the most formidable figures in the Black Empire’s forces, the Storm Angel is a must for any LEGIONS OF STEEL player. This figure is an incredible exam- ple of detail work. Unfortunately, the casting doesn’t do the figure justice. There are visible parting lines and a few areas of flash where the mold has broken down. A little work is required to reclaim this figure, but it’s worth it. The model comes in four pieces: the base piece, the shield, the heavy lance (energy weapon), and the three-flared Fireplace, Cave Entrance, & Control Panels (Stone Mountain) shoulder piece. All of the pieces attach easily, requiring little or no putty. Reaper’s DAIMYO line is a great series of Stone Mountain Miniatures, I was truly amazed at the detail of this oriental figures. These three figures, while piece. The Black Empire is typified by sold separately, show a diversity of poses P.O. Box 594 ornate armor and gear, but this goes be- for their armored samurai. Broomfield CO 80038 yond even that. Only a few sculptors are There are a few minor mold lines on Voice: (303) 654-7989 Fax: (303) 659-9024 capable of work like this, and Dave Sum- each figure, but clean up is simple and no Mail Order: Yes Catalog: $4.00 mers is one of them. Fine lines and etch- detail is threatened. A small amount of ings cover nearly every surface of this flash can be found in tight areas, like the figure. small opening in the curve of a right samu- #FAN140 Troll Head & Stone The Storm Angel is a specially trained rai’s arm or between the legs. Fireplace leader equipped with Steel Raptor armor, The detail is very good, which is an #FAN115 Cyclopean Cave Entrance which is ridden into battle. If you look accomplishment considering the composite #FAN516 Control Panels closely, you will see that the rider’s legs lay nature of samurai armor. Each samurai is FANTASTIC WORLDS* line along side the tail of the mobile suit. While wearing a mask and is poised for action. Sculptor: David Babb recognizing that the filing will take a little The two swordsmen have some motion in Scale: 25 mm Cost: $5.95, $5.95, & $6.95 time, I couldn’t recommend this figure their stances while the bowman draws a Technical: 7 Artistic: 7 Value: 6 more highly. steady bead on his target. The masks are sharply detailed and Well-designed accessories, perfect for Reaper Miniatures rough looking, as was the nature of such gaming and modeling uses, these sets are a 1660 S. Stemmons, Ste. 220 masks. The clothing and armor is well small sampling of the huge FANTASTIC Lewisville TX 75067 positioned and detailed appropriately. WORLDS line of figures and accessories. Voice: (214) 434-3088 Fax: (214) 436-3002 Painting will be a challenge—you might These are seamless resin castings—there Mail Order: Yes Catalog: $2.00 want to check out a book on samurai are, however, a few small bubbles. Small dress and armor, to be sure you get the bubbles don’t cause too many problems, #TD 005 through 007 Armored color schemes. and they can be corrected by filling with Samurai At $.90 per figure, these figures are a epoxy. DAIMYO* line great value. The two fireplaces, great for any fantasy Sculptor: Staff setting, will lend warmth to your gaming. Scale: 25 mm Cost: $ .90 each (Sorry.) A good paint job will really show Technical: 6 Artistic: 7 Value: 8 off the detail. The cyclopean cave en-

DRAGON 113 For use with futuristic games, the resin dome and weapon array sets will add a level of detail to your table that you’ve been missing out on until now! There are few areas of excess material, (making this a very clean set. The only notable clean-up are the bottoms of the bases, which need to be sanded level—a quick and simple job. Please pay attention to the instructions on washing the resin pieces before priming, or a great paint job may be lost when the paint peels away. The dome is highly detailed and comes with a separate, metal door. The weapon set comes with three interchangeable turrets for use with the dome, each with its own weapons; a huge mortar-like can- non, an energy cannon of some sort, and a Alien Rock Outcropping (Stone Mountain) missile battery. These pieces have a rough concrete texture and the detail is great. The dome is a bit pricey, but the weap- ons array set is very reasonable, averaging out to the rating above. These are great terrain pieces that will add that hi-tech touch you’re looking for. Productions Ltd. 80 Jane Street Edinburgh EH6 5HG United Kingdom

Distributed in the U.S. by Heartbreaker Hobbies & Games 1260 E. Woodland Ave. Springfield PA 19064 Voice: (215) 544-9052 Fax: (215) 544-9052 Mail Order: Yes Catalog: Free

#F0015 Orc Outpost Large Dome &* Weapon Array (Stone Mountain) GRENDEL* imported Sculptor: Peter Flannery trance, also useful for fantasy settings, is a There are no visible lines, rough spots, Scale: 25 mm cost: $19.95 single, relatively flat piece that may need and no pitting. The bottoms will need a Technical: 5 Artistic: 7 Value: 5 support when in use. The detail of these little sanding and a hobby knife will prove sets, including both sculpting and texture, useful for trimming a small amount of The Orc Outpost comes with a three-orc is very good and crisp enough that it will excess material from the barricades. tent, a stone hut, and a banner. A great help with painting during washing and The alien rocks are great! There are addition for any fantasy table-top scene, drybrushing. The price is about average three sizes of rock, with a common shape. this set will finally give the orcs something for resin castings of this size and quality. Some sort of mold, fungus, or grass grows to defend! I am particularly fond of the control along the bottom of the smaller bases and Otherwise very clean, this set did have a panels—the style is perfect for Space Op- along the top of the larger. Painting the few problems where the mold filled in too era scenes. The price on this set is great, crystal will be a challenge, if you try to thin, like with weapon blades and the considering you get three different control stay true to natural crystal coloring. An support beams for the hut’s roof. The hut stations. Again, the detail is good. Acces- amber or smokey topaz coloring would be didn’t quite fill all the way, leaving the sories like this can really spice up play, or interesting. bottom slightly uneven, but sandpaper will add necessary detail to that vignette you’re The log barricades are well done, sup- cure that. working on. ported with dirt and heavy rails driven The tent and roof of the hut are won- into the ground. Cut log ends show the derfully detailed as sagging cloth and the #FAN532 Alien Rock Outcropping heart of the tree, and the bark is heavy stonework of the hut is great. The hut’s #FAN 100 Log Barricades with a rough texture. Assembled into one doorway is an animal hide blanket while FANTASTIC WORLDS line structure, it’s about 8” long, plenty of the outside is adorned with shields and Sculptor: David Babb room for that small unit of archers. skins. Leaning against the tent are a cou- Scale: 15-25 mm Cost: $6.95 & $5.95 ple of spears and a shield. Even a simple Technical: 8 Artistic: 7 Value: 6 #FAN536 Large Dome/Bunker thing like the banner is a marvelous piece #FAN537 Weapons Array for Dome of work. The only thing that I didn’t like The alien rock pack contains three crys- (3 types) were the strange looking skulls, but that’s talline rock outcroppings of varying sizes FANTASTIC WORLDS line a matter of taste. while the log barricades includes two Sculptor: David Babb corner sections and two straight sections. Scale: 15-25 mm Cost: $11.95 each All make great additions to a table-top Technical: 8 Artistic: 8 Value: 6 scene.

114 FEBRUARY 1995 Geo-Hex 2126 North Lewis Portland, OR 97227 Voice: (503) 288-4805 Fax: (503) 288-8992 Mail Order: Yes Catalog:

#GSCB-01 Streets and Highways #GSCB-02 Downtown Blocks Gamescape City-Blox* line Scale: 6 mm to 15 mmCost: $11.95 & 19.95 Technical: 7 Artistic: 7 Value: 5

City-Blox are designed for use with Geo- Hex’s Gamescape products. Streets and Highways gives you 13’ of roads plus a number of intersections. Downtown Blocks gives you 18 city blocks on which to move your miniatures, from mechs to Orc Outpost (Grendel) vehicles to character models. Screen printed in gray and black on white fabric, the effect is quite nice. The Streets and Highways set is a good value and serves a much needed role in modern and futuristic miniatures gaming, While it was possible to get decent looking dirt roads, there just weren’t any good paved roads until now. The blocks are graphed in quarter-inch squares and the roads have white line medians. The quad-rule fades in some of the blocks, and the sidewalk breaks up in a couple of places, but the overall quality is very good. The downtown blocks mat is 36” X 22” and broken up into 18 blocks—6 large and 12 small. It can be cut into smaller, modu- lar chunks for rearrangement. A very useful tool for miniatures gaming or even role-playing in 15 mm scale, it may be a little expensive for some folks. Terrain Specialties 258 E. 100 S. Salt Lake City UT 84111 Voice: (801) 328-3387 Fax: (801) 328-3389 Mail Order: Yes Catalog: Streets & Downtown Blocks (Geo-Hex) #HP31 1” Small Regular Hills (5) #HP42 1” Medium Rough Edge Hills (3) Scale: Any Cost: $6.00, $10.00 Technical: 9 Artistic: 7 Value: 8

These are good looking and pretty dura- ble hills for your table-top gaming. Also available are 24” terrain squares used as a terrain base. They include plain grass, rivers, ponds, or roads. The hills are made of expanded, heavy polystyrene, coated with some sort of a felt-like surface. The surface doesn’t come off with rubbing or light scraping, so it ought to hold up for quite a while with normal use. The hills hold up to a decent amount of abuse, but don’t be too brutal— it is, after all, polystyrene. There are two styles of hills: regular (slopped), and rough edged (self explanato- ry). You can see the difference in the pic- ture. Both are a great deal. Having made quite a bit of my own terrain, requiring a major investment of time, I appreciate a reasonably priced, off-the-shelf alternative. Hills (Terrain Specialties) DRAGON 115 #604 Wide River System #604 Basic Set River System #725 Short Log Bridge Game Table Accessories line Sculptor: Leo Walsh (& Mark Allspach on the basic river) Scale: 10 mm-25 mmCost: $8.00, $8.00, $5.00 Technical: 6 Artistic: 7 Value: 8

Each river system comes as an eight- piece, resin set that assembles to give you 32 + ” of great river terrain! The log bridge is meant for the wide river system, but TCS has smaller bridges for the basic river system. The pieces have occasional pitting prob- lems, but they are minor and should disap- pear during painting. The connecting edges match pretty well, though a couple need trimming in order for the edges to be flush. After sanding the bottoms, very little trim- Cottage (Tactical Conflict Systems) ming of excess material is needed. Along the edges of both river sizes is a slight mound that can be painted as either dirt or grass. The sets contain a mixture of straight sections, gentle turns, tighter turns, and the wide system even contains two specialty pieces. The specialty pieces consist of a very tight turn, and an adapter piece which allows you to connect the wide river set to the basic river system. The bridge has a great wood grain and a dirt road that leads up to it on either side. It fits very well between most of the wide river pieces. If you’ve priced resin terrain pieces lately, you know that these are great prices for sets of this size and quality. Alternative Armies Unit 6, Parkway Court Glaisdale Parkway Nottingham, England NG8 4GN Voice: (0602) 287809 Fax: (0602) 287480

Distributed in the U.S. by River Systems (Tactical Conflict Systems) The Armory 1101 Greenwood Road Tactical Conflict Systems such as window sills or doors. You also Baltimore MD 21208 545 Newport Ave. Ste 155 will want to use a knife to trim away the Voice: (410) 602-8000 Fax: (410) 602-8140 Pawtucket RI 02861 traces of excess resin at the base of the Mail Order: Yes Catalog: $5.00 Voice: (401) 437-9820 Fax: (401) 437-9630 cottage. Mail Order: Yes Catalog: $1.00 The detailing of the walls, windows, #HOT21 Defenses doors, and chimney is very good. The #HOT22 Fortifications #ER-32 Thatch and Stucco thatch roof is well above the average for Sculptor: Staff Cottage (II) similar products I’ve seen. The overall Scale: 15 mm-25 mm cost: £2.50 Euro Buildings line impression of this cottage is great, and it Technical: 7 Artistic: 7 Value: 6 Sculptor: Leo Walsh gives just the right feel for table-top minia- Scale: 20-25 mm cost: $7.00 tures games and could even find use as a Great for 15-mm or 25-mm scales, these Technical: 6 Artistic: 7 Value: 8 prop in role-playing games. defenses will give your army some well Anyone who’s looked at the prices of detailed positions to hold against over- Cast in resin as a solid piece, this cottage scale buildings lately will know that this is whelming odds. Then again, who wants to isn’t going to move any time the table is a great price. I’ve seen 1/300 scale, with hold anything against overwhelming bumped, and it will make a great addition the same level of detail, priced at $12-$15, odds—run, you fools! to your collection of gaming accessories. so I’m excited to see some reasonable, Each set has a few minor mold lines that The casting is very good but there is even inexpensive, prices. clean away easily with hobby knife or file. some pitting, a regular occurrence in resin TCS also sells finished (painted) Other than that, these are clean models. products. There isn’t a lot of pitting, how- products, but only through mail order and The defenses include two wooden arch- ever, and most of it will disappear as you at a reasonably higher price. The catalog ery walls and two wooden barricades. The paint. There are a couple of areas that I details which products are available fin- walls are simple, though they have a nice would fill with putty and allow to dry ished and the cost. before painting, those being detailed areas 116 FEBRUARY 1995

Letters Continued from page 4

Second, my military base abruptly closed, and I was swept off to another before I ever re- ceived my first subscription copy. As any ex- serviceman knows, the military postal service is seldom cited for its speed or attention to change-of-address forms. That’s how September Defenses and Fortifications (Alternative Armies) and October flew by and I was still without my magazines. My wonderful wife, witnessing my woe and sensing my sorrow, took it upon herself to write to TSR and explain the situation. Two weeks later I simultaneously received issues #209 and 210, which had been delayed at my old APO box, and I received issues #209 and 210 from the diligent men and women at TSR who just wanted to make sure I got what I paid for. All I can say is thanks so much for thinking of me, the customer. In a world where some com- panies would have asked for a change of ad- dress and left me out to dry, it is good to know that there are still people out there who care. Thanks for being there. Thanks for producing such great products. Thanks for opening my Scavengers (Grenadier) mind to new and wonderful worlds. Thanks for introducing me to the greatest artist in our time, Larry Elmore. Thanks for helping to wood grain. The barricades are great! As we have come to expect from this pioneer and engineer the finest and most pow- They are made of a wooden door, a few line, the attention to detail takes these erful teaching tool on earth, role-playing. heavy staves, some barrels, boxes, and figures far beyond the norm. For example, I am returning the extra copies of DRAGON even some sacks. A couple of spears lean take the nasty guy with the raised pistol. Magazine to you. Maybe someone who has against the barricades in readiness. Aside from the canteen, carrying case, and never experienced the thrill of rushing an orc The fortifications include two short ammo pouches at his belt, he carries a scouting party on a cold night beneath a wooden fences and two stone walls. The rifle tucked into the bedroll on his back hunter’s moon will find one of these copies on a wooden fences are sharpened at the tips and there is a small, iron cross medal on shelf in a bookstore in some quiet town. And to discourage climbing while one of the his left breast. The rends and tears in his just maybe that someone’s eyes will open and their imagination will soar to new heights stone walls is topped with split rocks for clothes tell his life’s story. like mine did. the same purpose. The second figure, with his gas mask- Role-players are a tight group, and an exotic All of the pieces are well sculpted, covered face and all manner of gear breed; we have to stick up for each other. A though the barricades and shale topped strapped on his back, is also very cleverly very close friend of mine would often tell me, rock wall are by far the most impressively done. I can’t wait to see what’s next in this “If we split up the party here, who will watch detailed. The price in the US, assuming line. Getting two figures like this for $4.00 your back?” I don’t know why, but I feel that you can find it, would be about $5 or $6. is a great deal in my estimation. phrase is somehow pertinent here. Any miniatures game would profit by the Thank you for your time, and for helping me. appearance of these pieces. Dino Sorrelle APO AE

We usually don’t publish pat-on-the-back Grenadier Models, Inc. Best of Show letters, but this one obviously comes from P.O. Box 305 This issue’s choice for Gamer’s BoS is Dino’s heart fin other words, he didn’t write it Springfield PA 19064 Grenadier’s Scavengers. Ya, I know it was in the hope that it would be printed). And Voice: (800) 843-2015 Fax: (215) 583-9425 one of the few gaming blisters in this publishing it gives us a chance to say thanks in Mail Order: Yes Catalog: $3.00 column, but it would have taken incredi- return to Dino and the countless other people around the world who appreciate and respect ble competition to keep it out of the win- what we’re trying to do. Sometimes it’s easy to #1501 Scavengers ners’ circle anyway. The Scavengers are a get so immersed in a job that you lose sight of FUTURE WARRIORS* series striking pair of futuristic survivors that the real reason you’re doing that job, and it’s Sculptor: Mark Copplestone will do what it takes to make it through, letters like this one that help to remind all of us Scale: 25 mm cost: $4.00 one day at a time. at TSR why we’re here. —Kim, Dale, Larry and Technical: 7 Artistic: 8 Value: 8 For modeler’s BoS (or should we call it DRAGON Magazine terrainer’s BoS for this issue?), we have Another blister from Grenadier’s FU- Stone Mountain Miniatures’ Weapons TURE WARRIORS line (one of my absolute Array for Dome and TCS’s Wide River favorites), these scavengers from a Mad System. The weapons arrays are so well Max-like world appear to have had a designed and detailed that they just have rough life. to be on any SF miniatures table. The wide There are minimal parting lines and river is a great value for 15-mm to 25-mm Only a game? You bet! little flash. The only rough area is under games and will doubtlessly grace many of Want only the best for your gaming dol- the right arm of the guy with the raised my future table-top games. lars? See “Role-playing Reviews” in pistol. The other figure is picture perfect. Terrain Specialties’ hills come in as a this issue for expert advice on the best Clean up should be fast and easy. The close runner-up, and a great value as well. role-playing games you can find! figures come with round, plastic bases.

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120 FEBRUARY 1995